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Question by Sherlowski · Jun 24, 2016 at 10:31 PM · timescalepause menu

Time.timeScale = 0; problems with buttons

Goodday dear reader,

I have a question, i am very new to C# and i am learning it at the moment. This question has been asked more often, but most probaly its because of my expierence of coding that i cannot solve it myself.

I have created a 'pause menu' for ingame, But the problem is when i pause, everything works correct, everything freezes like it should, but even all the functions froze, when going out of the menu the function is enabled. How do i make the function be enabled in freezing mode.

Beside that i also a second question, i made up a small delay to here a clicking sound when pushing the buttons, it feels for me that i used a pretty 'dirty' code for this and is there any option for a smaller and more compact code (i assume there must be) I dont ask to write me a code, but an advice what to use instead.

 using UnityEngine;
 using UnityEngine.SceneManagement;
 using System.Collections;
 using UnityStandardAssets.Characters.FirstPerson;
 
 public class PauseGame : MonoBehaviour {
 
     public Transform canvas;
     public Transform Player;
 
     public void ExitGame()
     {
         StartCoroutine("Wait");
     }
 
     IEnumerator Wait()
     {
         yield return new WaitForSeconds(0.200F);
         Application.Quit();
     }
 
     public void Sceneload()
     {
         StartCoroutine("Wait1");
     }
 
     IEnumerator Wait1()
     {
         yield return new WaitForSeconds(0.200F);
         SceneManager.LoadScene(1w);
     }
 
     void Update ()
     {
         if (Input.GetKeyDown(KeyCode.Escape))
         {
             Pause();
         }
     }
 
     public void Pause()
     {
         if (canvas.gameObject.activeInHierarchy == false)
         {
             canvas.gameObject.SetActive(true);
             Time.timeScale = 0;
             Player.GetComponent<FirstPersonController>().enabled = false;
         }
         else
         {
             canvas.gameObject.SetActive(false);
             Time.timeScale = 1;
             Player.GetComponent<FirstPersonController>().enabled = true;
         }
     }
 }
 


Thank you very much in advance for your reply :)!!!!

Kind regards,

Alfred

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Answer by Invertex · Jun 24, 2016 at 10:33 PM

WaitforSeconds will take forever when your Time.timeScale is 0. So your function never progresses to the LoadScene function. You need to decouple this from the game-time.

Here's a previous answer that has all the info you need: http://answers.unity3d.com/questions/957819/timescale-pause-combined-with-animated-ui.html

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