Search Unity

Implementing pause

Discussion in 'Editor & General Support' started by The_Spellmaker, Oct 19, 2014.

  1. The_Spellmaker

    The_Spellmaker

    Joined:
    Aug 31, 2014
    Posts:
    6
    Hi all,
    I've been working with the time.timescale to try and implement a clean way to pause the game (i.e. avoid stopping all coroutines, deactivating player input, stopping all characters' movement, etc). The cool thing is that GUI stuff works even on 0 time-scale. But it no longer listens to controller buttons.
    Is there a way around this so that I can still use the controller buttons to unpause? The game I'm making is intended for PC and XBox (live indie).
    Cheers and thanks!
     
  2. Adam-Buckner

    Adam-Buckner

    Joined:
    Jun 27, 2007
    Posts:
    5,664
  3. The_Spellmaker

    The_Spellmaker

    Joined:
    Aug 31, 2014
    Posts:
    6