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Question by surfuay · Nov 30, 2018 at 01:02 AM · coroutinepause gamestopcoroutine

I'm stopping coroutines in pause but can't bring them back

I've been working on a pause function. I've gotten my game to "freeze" using time.timescale = 0 but it doesn't stop the spawn routine so when I unpause i have a wave of new whatever coming into my play area.

BUT, when i use code to StopAllCoroutines, i can't get it to start up again.

the current code, below, i've posted is another method i've tried but since it's in update it calls a new spawnroutine frame as long as "else if (_uIManager.pause_visible == true)" which is the default aspect.

I am open to different ways to pause the game as well as different ways to get my coroutines to hold off. I am only posting the game manager code which holds the calling and the stopping of the coroutines based on the pausing.

public bool gameOver = false;

 public GameObject player;

 private SpawnManager _spawnManager = null;

 private UIManager _uIManager;
 


 private void Start()
 {

     Instantiate(player);
     gameOver = false;

     _uIManager = GameObject.Find("Canvas").GetComponent<UIManager>();

     _spawnManager = GameObject.Find("SpawnManager").GetComponent<SpawnManager>();

     _spawnManager.StartSpawnRoutines();

 }

 private void Update()
 {
     if (_uIManager.pause_visible == false)
     {
         StopAllCoroutines();
     }
     else if (_uIManager.pause_visible == true)
     {
         _spawnManager.StartSpawnRoutines();
     }
     
    
 }
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