OK, this is a different issue.
I have 2 canvases, Canvas_A and Canvas_B.
Canvas_A has a bunch of Unity UI buttons on it.
Canvas_B has a UI button on it that hides/shows (activates/deactivates) Canvas_A. There is also a Get Key Down action on Canvas_B that also can hide/show (activate/deactivate) Canvas_A. This all works fine.
On Canvas_A, there are two buttons which basically choose between two animations to use... Anim_A and Anim_B.
When PLAY mode begins, Anim_A is the animation used. If the user clicks the Anim_B button... Anim_B animation is used.
If the user is viewing Anim_A and they click the hide Canvas_A button (or they use the 'H' key) Canvas_A is hidden. If they click again, the Canvas_A is unhidden and Anim_A is still shown.
But if the user is viewing Anim_B and they use the button (or key press) to hide Canvas_A, and then they use the button (or key press) to unhide Canvas_A... the animation will be switched to Anim_A.
If Anim_B is being used and the Canvas_A is hidden/unhidden... I want Anim_B to continue to be used. I don't want it to switch to Anim_A.
Any idea why activating/deactivating the canvas object should influence what animation is being used? Clearly, the Anim_A and Anim_B buttons are children of the canvas object... but it seems like activating/deactivating the canvas shouldn't change which animation is being used.
Thanks!