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Question by KoshX87 · Mar 04, 2013 at 04:10 AM · healthbarhealth

Pause Script

A while ago i made this pause script:

 private var gamePaused = false;
 Screen.showCursor = false;
 function Update(){
     if (gamePaused == false){
         if(Input.GetKey(KeyCode.P)){
             gamePaused = true;
             Screen.showCursor = true;
             Time.timeScale = 0;
         }
     }
     if (gamePaused == true){
         if(Input.GetKey(KeyCode.O)){
             gamePaused = false;
             Screen.showCursor = false;
             Time.timeScale = 1;
         }
     }
 }

well. It works fine, but i really want it to be the same key to pause and unpause. When i change the KeyCode.O to KeyCode.P, it doesn't work. I think this is because when they are the same key, it pauses and then unpauses instantly, so it pretty much has no effect. I have put a debug log in both of the input if statements and they both work.

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avatar image ByteSheep · Mar 04, 2013 at 04:32 AM 1
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Try changing:

 Input.Get$$anonymous$$ey($$anonymous$$eyCode.P)

to:

 Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.P)

And ofcourse change this line:

 Input.Get$$anonymous$$ey($$anonymous$$eyCode.O)

to:

 Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.P)
avatar image robertbu · Mar 04, 2013 at 04:42 AM 0
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To use the same key to pause and unpause use:

 Screen.showCursor = !Screen.showCursor;

This flips the state.

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Answer by kramcomposer · Mar 04, 2013 at 08:10 AM

Try this:

 public class Pauser : MonoBehaviour {
     public bool gamePuased = false;
     
     //Just to make sure a previous scene didn't mess something up....
     void Awake(){
         Time.timeScale = 1;
         Screen.showCursor = true;
     }
     
     void Update(){
         if(Input.GetKeyUp(KeyCode.P)){
                 gamePuased = !gamePuased;
                 Time.timeScale = Mathf.Abs(Time.timeScale - 1);
                 Screen.showCursor = !Screen.showCursor;        
         }        
     }    
 }
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