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Question by BrainUK · Jun 20, 2021 at 09:28 PM · unity 5javascriptpause game

How do I unpause my game using Time.timeScale?

I'm trying to write a pause script and I can't figure out how to unpause properly. Can anybody help? Here's what I have but it's not working:

 #pragma strict
 
 var gamePaused : boolean = false;
 
 function PauseGame() {
     if(gamePaused == false && Input.GetKeyDown(KeyCode.Escape) == true || Input.GetButtonDown("Start")) {
         Time.timeScale = 0;
         gamePaused = true;
     }
 }
 
 function UnPauseGame() {
     if (gamePaused == true && Input.GetKeyDown(KeyCode.Escape) == true || Input.GetButtonDown("Start")) {
         Time.timeScale = 1;
         gamePaused = false;
     }
 }
 
 function Update() {
     PauseGame();
     UnPauseGame();
 }
 
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Answer by BrainUK · Jun 20, 2021 at 09:46 PM

Never mind. I think I've got it:

 #pragma strict
 
 var gamePaused : boolean = false;
 
 function Update() {
     if(Input.GetKeyDown(KeyCode.Escape) == true || Input.GetButtonDown("Start") == true) {
         gamePaused = !gamePaused;
         
         if (gamePaused == true) {
             Time.timeScale = 0;
         }
         
         else {
             Time.timeScale = 1;
         }
     }
 }
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avatar image FuryFight3r · Jun 21, 2021 at 02:48 AM 0
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Since you already accepted you own anser I wont worry about adding this as an answer only a comment, but you were on the right track in your first bit of code only that you really shouldnt be looking for keydown event in a method other than Update as it will rarely ever detect that the button was pressed, to keep your update function clean and otimised you could try the below code:

 function PauseGame() {
          Time.timeScale = 0;
      }
      
      function UnPauseGame() {
          Time.timeScale = 1;
      }
 
     function Update() {
         if(Input.GetKeyDown(KeyCode.Escape) == true || Input.GetButtonDown("Start") == true) {
             gamePaused = !gamePaused;
             if(gamePaused) {
                 PauseGame();
             }
             else {
                 UnPauseGame();
             }
         }
     }
 

Using this you can then add all your paused UI elements to enable/disable inside the Pause/UnPause methods rather than inside the Update function

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