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Question by cdunne1 · Jul 25, 2017 at 01:04 PM · androidtouchpauseplaytouchscreen

Pausing Play on Android

Hey,

So I am in the process of converting my desktop/standalone 2d game build to Android. I am having trouble with the pause functionality. My pause screen is a prefab that is spawned on "p" input for desktop and I would like it to spawn when the player taps the screen again (play is launched by tapping the screen).

Rather than pause when tapped, the UI flashes on screen - I guess this is because it loops through update and cant compute the touchcount.

Is there a way to index the second touch to trigger the pause?!

My code is below.

Thanks in advance

 void Play()
 {
     if (Input.GetMouseButtonDown(0) || Input.touchCount == 1) {            //if clicked per standalone OR tapped      
         gameOn = true;
         levelTitle.CrossFadeAlpha(0.0f, 0.5f, false); 
     }
 }

void PausePlay() //pauses game and is triggered when p is clicked { if (Input.GetKeyDown(KeyCode.P) || (Input.touchCount % 2 == 0)) //if p clicked OR taps are divisible by 2
{ if (Time.timeScale == 1) { ShowPaused(); Debug.Log("Paused Game"); } else if (Time.timeScale == 0) { HidePaused(); Debug.Log("Unpaused Game");

         }
     }
 }
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avatar image Owen-Reynolds · Jul 25, 2017 at 01:27 PM 0
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This was in the $$anonymous$$ETA section, which is for questions about how the site works. I moved it to the Help Room area (can read the FAQ and the Help Room sticky, if you like.)

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