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Question by daleth90 · May 16, 2015 at 02:34 AM · updatepausedesignlooping

Game Loop, Update(), and Pause

Before using Unity, my game loop looks like

 void DoGameLoop()
 {
     if ( InGameState )
         Game.Update();
     else if ( InPauseMenu )
         PauseMenu.Update();  //Animation or something
 
 ////else blablabla...
 
 }


or

 void DoGameLoop()
 {
     if ( IsPause ) return;
 
     Game.Update();
     AnimationSystem.Update();
     //blablabla...
 }

But in Unity, it makes game loop for us. I use Update() in ALMOST every Monobehavior.

It seems the easiest way now to pause the game is Time.timeScale = 0 But if I do this, I have to use Time.realtimefromstartup for those shouldn't stop. It just makes me feel the bad smell in code.

Seems the old thing is a good choice. However, if NOT using Time.timeScale = 0, pause unity animations and Invoke() will be some trouble.

Like GC, it exist, but you shouldn't use it too much. I want to ask, how about Update()? Do I rely too much on Update()? How do you use Update() or how do you build your game loop?

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Answer by Morgan · May 16, 2015 at 03:05 AM

Update() is great for just about anything! I doubt you're overusing it.

If you want something to continue during Time.timeScale = 0, you can use Time.unscaledDeltaTime instead of Time.deltaTime.

Update() continues to run when timeScale is 0, but you have to use a different delta in animations that should not pause.

http://docs.unity3d.com/462/Documentation/ScriptReference/Time-unscaledDeltaTime.html

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