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Question by SolidSlish · Nov 23, 2019 at 05:42 PM · menupausedamagetimescale

Resume Game with Timescale + Score?

I'm currently developing an Autorunner that involves changing the game speed with a 0.04f increase to timescale every milestone reached. How do I pause and restore the original values without setting it back to 1?

private void Update() {

 if (Input.GetKeyDown(KeyCode.Escape))
 {
     if (GameIsPaused)
     {
         Resume();
     }
     else
     {
         Pause();
     }
 }

 if (MobileInput.Instance.Tap && !isGameStarted)
 {
     isGameStarted = true;
     motor.StartRunning();
     Time.timeScale = 1f;
     flash.SetActive(false);
 }

 if(isGameStarted)
 {
     // Bump the Score Up
     score += (Time.deltaTime * modifierScore);
     if (lastScore != (int)score)
     {
     lastScore = (int)score;
         scoreText.text = score.ToString("0");
     }
 }
 {

     if (isDead)
         return;

     if (score >= scoreToNextLevel)
         LevelUp();

     score += Time.deltaTime * difficultyLevel;
     scoreText.text = ((int)score).ToString();
 }
 void LevelUp()
 {
     if (difficultyLevel == maxDifficultyLevel)
         return;

     scoreToNextLevel *= 2;
     difficultyLevel++;
     modifierScore += 1;

     Time.timeScale += 0.04f;
 }

 void Resume()
 {
 Time.timeScale = 1f;
 GameIsPaused = false;
 }

 void Pause()
 {
     Time.timeScale = 0f;
     GameIsPaused = true;
 }

}

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Answer by HenriMR · Nov 23, 2019 at 06:30 PM

I think you could just create a float deltaTime, then:

 private float deltaTime = 1f;

 //update stuff

 void Resume()
  {
  Time.timeScale = deltaTime;
  GameIsPaused = false;
  }
  void Pause()
  {
      deltaTime = Time.timeScale;
      Time.timeScale = 0f;
      GameIsPaused = true;
  }

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