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Struggling with my pause menu and main menu
So i've just finished my game project and now I want to implement a main menu and pause menu. I decided to start with the pause menu. So I've got a pause menu code here that I thought would work but it's throwing up some errors and I'm not sure why.
Basically what I've got is a Game Object called Capsule that has a Look Object and Main Camera. I'm scripting in C# but my Mouse look script is in JS because I downloaded it as an asset.
Now I've written this pause script (following a tutorial) and attached it to the Capsule, but it gives me the errors "The type or namespace name "FPSMouseLook" could not be found. Are you missing a using directive or an assembly reference?
Help would be much appreciated!
 using UnityEngine;
 using System.Collections;
 
 public class pause : MonoBehaviour {
     
 
     public bool isPause, paused;
 
 
     // Use this for initialization
     void Start () {
 
 
         paused = false;
         Screen.lockCursor = true;
         Time.timeScale = 1;
 
 
     }
     
     // Update is called once per frame
     void Update () {
 
 
 
         if (Input.GetKeyDown (KeyCode.Escape)) {
                         paused = togglePause ();
                 }
         
 
     
     }
 
     bool togglePause()
     {
         if(Time.timeScale == 0){
             GameObject.Find("Capsule").GetComponent<FPSMouseLook>().enabled = true;
             Screen.lockCursor = true;
             Time.timeScale = 1;
             return(false);
         }
         else{
             GameObject.Find("Capsule").GetComponent<FPSMouseLook>().enabled = false;
             Screen.lockCursor = false;
             Time.timeScale = 0;
             return(true);
         }
 }
 }
Do you have the component FPS$$anonymous$$ouseLook assigned to the Capsule, or did that come from the tut code and you don't have that?
I have the FPS$$anonymous$$ouseLook attached to my Capsule.
Answer by William_Goodspeed · May 10, 2014 at 11:08 PM
Okay I don't have a solution to why this problem was happening but I did find a fix for it.
I replaced the FPSMouseLook script which was Javascript with the standard MouseLook c# version and the script then ran fine. So my suspicion is that there was an issue in referencing a Javascript from a C# script.
Yes that is a common issue; search for many posts/solutions on Unity JS calling C# and vice versa; sorry didn't notice you mentioned that in problem description.
Your answer
 
 
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