I am developing a new game on Unity called HOMEMADE - House Designer. I am new to Unity and C#, so I and started testing some things. Quickly, I learned how to use buttons, toggles and other GameObjects. I developed a really nice menu for my game. I started making the script and making the connections between the functions. I was doing good, everything was working well, music, music volume, the menus... but then I tried to put a click sound on my buttons. I don't know what I did, my C# compiler does not show any errors, and my unity Console just says:
"Unity Cannot reparent window to suggested parent. Window will not automatically close. UnityEditor.EditorGUI:PropertyField (UnityEngine.Rect,UnityEditor.SerializedProperty,UnityEngine.GUIContent)"
I don't know why does it say that, I don't even know WHY it does that. The only thing am I 100% sure of is that my buttons stopped working. I have a Highlighted and a Pressed color for all of them. Both were working, but now they don't. I can't click on the buttons or open the menus, I literally can't do a single thing. I just look for my Main Menu, try to reset Unity and even my PC, but nothing works. I spent 2 weeks working on this project and learning how to use Unity and code in C#. This project is really important to me, I just want it to start working again. Please help me if you have any idea, every ideas are good at this point.
This is my script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using UnityEngine.Audio;
public class HOMEMADE : MonoBehaviour
{
//assossiations
[SerializeField] private GameObject CreateNewDesignMenu;
[SerializeField] private GameObject LoadDesignMenu;
[SerializeField] private GameObject CreateNew3DModelMenu;
[SerializeField] private GameObject Load3DModelMenu;
[SerializeField] private GameObject OptionsMenu;
[SerializeField] private GameObject ContinueCreateNewDesignMenu;
[SerializeField] private GameObject ErrorMessageCNDM;
[SerializeField] private GameObject Mountains;
[SerializeField] private GameObject Forest;
[SerializeField] private GameObject City;
[SerializeField] private GameObject BrickWall;
[SerializeField] private GameObject Sky;
[SerializeField] private GameObject Grass;
[SerializeField] private GameObject Dirt;
[SerializeField] private GameObject Sand;
[SerializeField] private GameObject Snow;
[SerializeField] private GameObject Street;
[SerializeField] private GameObject Park;
[SerializeField] private GameObject Dawn;
[SerializeField] private GameObject Noon;
[SerializeField] private GameObject Dusk;
[SerializeField] private GameObject Night;
[SerializeField] private GameObject FOVSlider;
[SerializeField] private GameObject MovementSpeedSlider;
[SerializeField] private GameObject SensitivitySlider;
[SerializeField] private GameObject ShadingEffectsOn;
[SerializeField] private GameObject ShadingEffectsOff;
[SerializeField] private GameObject QuitGameErrorMessage;
//turn off panels
public void Start()
{
CreateNewDesignMenu.SetActive(false);
LoadDesignMenu.SetActive(false);
CreateNew3DModelMenu.SetActive(false);
Load3DModelMenu.SetActive(false);
OptionsMenu.SetActive(false);
QuitGameErrorMessage.SetActive(false);
//ContinueCreateNewDesignMenu.SetActive(false);
//ErrorMessageCNDM.SetActive(false);
}
// 1.- Create New Design
public void CreateNewDesign()
{
CreateNewDesignMenu.SetActive(true);
OptionsMenu.SetActive(false);
QuitGameErrorMessage.SetActive(false);
}
public void CloseCreateNewDesign()
{
CreateNewDesignMenu.SetActive(false);
}
public void GetInputs()
{
}
public void CloseContinueCreateNewDesign()
{
ContinueCreateNewDesignMenu.SetActive(false);
}
public void CloseErrorMessageCNDM()
{
ErrorMessageCNDM.SetActive(false);
}
// 2.- Load Design
public void LoadDesign()
{
LoadDesignMenu.SetActive(true);
OptionsMenu.SetActive(false);
QuitGameErrorMessage.SetActive(false);
}
public void CloseLoadDesign()
{
LoadDesignMenu.SetActive(false);
}
// 3.- Create New 3D Model
public void CreateNew3DModel()
{
CreateNew3DModelMenu.SetActive(true);
OptionsMenu.SetActive(false);
QuitGameErrorMessage.SetActive(false);
}
public void CloseCreateNew3DModel()
{
CreateNew3DModelMenu.SetActive(false);
}
// 4.- Load 3D Model
public void Load3DModel()
{
Load3DModelMenu.SetActive(true);
OptionsMenu.SetActive(false);
QuitGameErrorMessage.SetActive(false);
}
public void CloseLoad3DModel()
{
Load3DModelMenu.SetActive(false);
}
// 5.- Options
public void Options()
{
OptionsMenu.SetActive(true);
QuitGameErrorMessage.SetActive(false);
}
public void CloseOptions()
{
OptionsMenu.SetActive(false);
}
// 6.- Quit Game
public void QuitGame()
{
QuitGameErrorMessage.SetActive(true);
OptionsMenu.SetActive(false);
}
public void QuitGameYes()
{
Application.Quit();
}
public void QuitGameNo()
{
QuitGameErrorMessage.SetActive(false);
}
//set volume
private GameObject MusicVolumeSlider;
public void OnMusicValueChange(float newMusicValue)
{
GetComponent<AudioSource>().volume = newMusicValue;
Debug.Log(GetComponent<AudioSource>().volume);
}
}
I tried to add sound to my Main Menu buttons but it did not work, it just broke my entire script.