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Question by Inok · Jan 11, 2015 at 08:49 AM · coroutinepause

Pause coroutine with infinite loop

I use infinite loop in coroutine to simulate code execution similar to FixedUpdate. Here example:

 IEnumerator My_Coroutine()
 {
   while (true)
   {
     Do_Something;
     yield return new WaitForFixedUpdate();
   }
 }

But how i can pause this coroutine when i need to pause game (for example) with main menu call? StopCoroutine disable coroutine, not pause it. So what you can advise for this situation?

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avatar image Omar47i · Jan 11, 2015 at 09:20 AM 1
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Hi @Inok, why not just make an if statement to test for game pause?, if for example pause condition is met then don't call "Do_Something()", why not try somthing like that:

 bool pause = false;
 
 IEnumerator $$anonymous$$y_Coroutine()
  {
    while (true)
    {
      if (!pause)
         Do_Something;
      yield return new WaitForFixedUpdate();
    }
  }
avatar image Inok · Jan 11, 2015 at 09:43 AM 0
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I think this is solution.

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Answer by HarrisonJH · Jan 11, 2015 at 09:20 AM

 if (Input.GetKeyDown (KeyCode.Escape))
     Time.timeScale = (Time.timeScale == 0) ? 1 : 0;

Try this

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avatar image Inok · Jan 11, 2015 at 09:45 AM 0
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this variant unacceptable because coroutine not depend on Update or FixedUpdate, TimeScale affect only them.

avatar image HarrisonJH · Jan 11, 2015 at 09:55 AM 0
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@Inok Did you try? I tested and it worked. As I know, the while loop only runs one time each frame.

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