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Creating a Unpause Button/Resume Game Button
I have started creating a Pause menu however i am stuck creating the unpause menu button for my pause menu. I have tried everything. I have looked all over google and Unity and i couldnt find a working solution/script.
Here is my Pause menu script, It is not finished yet but this is where i have got to until i need to create my resume game button:
var mainMenuSceneName : String;
private var pauseEnabled = false;
function Start(){
pauseEnabled = false;
Time.timeScale = 1;
AudioListener.volume = 1;
Screen.showCursor = false;
}
function Update(){
//check if pause button (escape key) is pressed
if(Input.GetKeyDown("escape")){
//check if game is already paused
if(pauseEnabled == true){
//unpause the game
pauseEnabled = false;
Time.timeScale = 1;
AudioListener.volume = 1;
Screen.showCursor = false;
}
//else if game isn't paused, then pause it
else if(pauseEnabled == false){
pauseEnabled = true;
AudioListener.volume = 0;
Time.timeScale = 0;
Screen.showCursor = true;
}
}
}
function OnGUI(){
if(pauseEnabled == true){
if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 ,250,50), "Options")){
if(pauseEnabled == true){
//unpause the game
pauseEnabled = false;
Time.timeScale = 1;
Screen.showCursor = false;
}
}
}
Please can you tell me how to fix my script because i am getting a error saying that it is expecting "{" instead it found ". I have no idea how to fix it.
Can you please post a basic resume game button for my script that will work (My script it written in Javascript)
Or
Can you give me the code for a resume game and i can implement the code into my script.
Thanks in advanced.
UniqueGaming
Just answered it below for you matey , check out Answer | | V
Answer by Gruffy · Jan 08, 2014 at 08:10 PM
Here you go matey. Just copy this revised code over and you ll be fine (this obviously needs to be attached to a gameobejct in your scene. #pragma strict var mainMenuSceneName : String; private var pauseEnabled = false;
function Start()
{
pauseEnabled = false;
Time.timeScale = 1;
AudioListener.volume = 1;
Screen.showCursor = false;
}
function Update()
{
//check if pause button (escape key) is pressed
if(Input.GetKeyDown("escape"))
{
//check if game is already paused
if(pauseEnabled == true)
{
//unpause the game
pauseEnabled = false;
Time.timeScale = 1;
AudioListener.volume = 1;
Screen.showCursor = false;
}
//else if game isn't paused, then pause it
else if(pauseEnabled == false)
{
pauseEnabled = true;
AudioListener.volume = 0;
Time.timeScale = 0;
Screen.showCursor = true;
}
}
}//end Update function
function OnGUI()
{
if(pauseEnabled == true)
{
if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2+25 ,250,50), "Option"))
{
Debug.Log("GUI.Button : Options : pressed");
}
if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2-25 ,250,50), "Resume"))
{
if(pauseEnabled == true)
{
//unpause the game
pauseEnabled = false;
Time.timeScale = 1;
Screen.showCursor = false;
AudioListener.volume = 1;
}
}
}
}//end OnGUI function
Your issue was curly braces.
as a humble tip: When you look at a debugger line in the Unity Console....
Assets/dunno.js(61,1): BCE0044: expecting }, found ''.
Consider it in three parts.
Like so... It is saying in the first section
Assets/YourScript.js(61,1)
that the error comes from the script named (YourScript)... In the second section
BCE0044: expecting },
it`s telling you what the compiler was expecting to find, in this case a "}" closing curly brace, to end your function body.
Thirdly, it is simply telling you WHAT it ACTUALLY found/discovered, in this case nothing!, Nada!, nowt. Represented by the '' part at the end of the sentence.
SO if you can split it into those three each time, you wont go far wrong and any variations, now you know this, are only ever slight with respect to the error statements Unity throws.
Anyhoo, hope that helped ya bud.. If so mark it as an answer as it may help others in the same pickle. Also, try here for a few pointers and tips for good Unity development...
take care bud and thanks for reading Gruffy
O$$anonymous$$G Thank you so much! This worked all i had to do was add private var pauseEnabled = false; at the top of the code and it worked without any errors. Thanks
UniqueGa$$anonymous$$g
ooops, sorry just noticed that i didn`t add back your vars at the top. Im just stupid sometimes! Anyway, No problems, anytime.
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