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Question by Zitoox · Oct 29, 2016 at 01:50 AM · javascriptscript.pause gamedouble-tap

Double press script

Hi! I am having a tough time with making a pause function. I know that this is a basic thing, but i didn't found anything that could explain me how to do what i want, so i am forced to ask here...

Here is my script:

 #pragma strict
 
 
 
 function Update ()
 {
     if (Input.GetKey ("p"))
 
         if (Time.timeScale == 1.0)
             Time.timeScale = 0.0;
         else
             Time.timeScale = 0.0;
 
     if (Input.GetKey ("p"))
 
         if (Time.timeScale == 0.0)
             Time.timeScale = 1.0;
         else
             Time.timeScale = 1.0;
 }

If you press "P", the game will pause. The problem is that it doesn't work. Why? Because i can't make what i want. I need to make something like "double pressing". If the player has pressed "P" one time, pause the game. If he pressed two times, unpause. I used GetKey and GetKeydown, but it isn't the same thing and is glitchy. I think i need to use something like a trigger, but i don't know how. Can someone lend me a hand here?

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Answer by Naphier · Oct 29, 2016 at 03:12 AM

Input.GetKey is continuously triggered while the button is pressed. Like autofire. Input.GeyKeyDown is only trigger when the key is first pressed down. Your statement can also be greatly simlpified:

 if (Input.GetKeyDown("p"))
 {
     if (Time.timeScale == 1)
         Time.timeScale = 0;
     else 
         Time.timeScale = 1;
 }

Caution when pausing things via timeScale! This will also pause any animations (if they aren't timescale independent) or events based on Time.deltaTime.

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avatar image Zitoox · Oct 29, 2016 at 03:22 PM -1
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So i could just type "else"? Hm, okay. Thanks!

avatar image Naphier Zitoox · Oct 29, 2016 at 06:47 PM 0
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Sure, on thing to watch out for here is floating point error/imprecision. You'll be O$$anonymous$$ 99.9% of the time, but it might be better to say:

if ($$anonymous$$athf.Appoximately(Time.timeScale, 1))

ins$$anonymous$$d of

if (Time.timeScale == 1)

It might be paranoid, but floats can be bad to compare sometimes.

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0

Answer by NicoVar · Oct 29, 2016 at 09:47 AM

Hi,

I'm not quite certain what you actually need.

Why would you need the player to press two times to unpause? Your game should react to the "p" key and check, if the game is paused, resume. If the game is playing, then pause.

If that works for you, then simply doing this would work:

 if (Input.GetKey ("p"))
 {
     if (Time.timeScale == 0)
     {
         // Resume the game
         Time.timeScale = 1;
     }
     else
     {
         // Pause the game
         Time.timeScale = 0;
     }
 }


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