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Question by in2grated · Jan 13, 2016 at 09:43 AM · androidpausesounds

Why Pause and Sound On-Off Working on pc NOT working on Android

Hi everyone. I have a problem with pause and sound buttons. Those are working on PC. And I build to android and not working both of them. When I touch pause button on android play touch sound but not pause the game. When I touch the sound button not working too. Is there anyone else have an idea. Thank you.

This is my Pause Script.

[code=CSharp] using UnityEngine; using System.Collections;

public class Pause : MonoBehaviour {

 bool pause = false;
 // Use this for initialization
 void Start () {
  
 }
  
 // Update is called once per frame
 void Update () {
     if (Input.GetMouseButtonDown(0))
     {
         checkTouch(Input.mousePosition);
     }
     if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
     {
         checkTouch(Input.GetTouch(0).position);
     }
 }

 void checkTouch(Vector3 pos)
 {
     Vector3 wp = Camera.main.ScreenToWorldPoint(pos);
     Vector2 touchPos = new Vector2(wp.x, wp.y);
     var hit = Physics2D.OverlapPoint(touchPos);
     if (hit)
     {
         string name = hit.transform.gameObject.name;
         if (name == "pause")
         {
             SoundsManager.Instance.PlaySound("touch");
             pause = !pause;
             Time.timeScale = pause ? 0.0f : 1.0f;
       
         }

     }
 }

} [/code]

And this is my Sound Script.

[code=CSharp]using UnityEngine;

public class SoundOnOff : MonoBehaviour{

 private static SoundOnOff _Instance;

 public Sprite on;
 public Sprite off;



 public static SoundOnOff Instance
 {
     get
     {
         return SoundOnOff._Instance;
     }
 }

 private void Awake()
 {
     if (SoundOnOff._Instance == null)
     {
         SoundOnOff._Instance = this;
         GetComponent<SpriteRenderer>().sprite = on;
     }
     else
     {
         GetComponent<SpriteRenderer>().sprite = Instance.GetComponent<SpriteRenderer>().sprite;
     }

     DontDestroyOnLoad(gameObject);
 }

 private void Start()
 {
 }

 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         checkTouch(Input.mousePosition);
     }
     if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
     {
         checkTouch(Input.GetTouch(0).position);
         a = Input.GetTouch(0).position.ToString();
     }
 }

 string a;
 string obj;
 void checkTouch(Vector3 pos)
 {
     Vector3 wp = Camera.main.ScreenToWorldPoint(pos);
     Vector2 touchPos = new Vector2(wp.x, wp.y);
     var hit = Physics2D.OverlapPoint(touchPos);
     if (hit)
     {
         string name = hit.transform.gameObject.name;
         obj = Instance.GetComponent<SpriteRenderer>().sprite.name;
         if (name == "sound")
         {
             if (Instance.GetComponent<SpriteRenderer>().sprite.name == "sound_on")
             {
                 SoundsManager.Instance.MuteSound();
                 //GetComponent<SpriteRenderer>().sprite = off;
                 Instance.GetComponent<SpriteRenderer>().sprite = off;
             }
             else if(Instance.GetComponent<SpriteRenderer>().sprite.name == "sound_off")
             {
                 SoundsManager.Instance.OpenSound();
                 Instance.GetComponent<SpriteRenderer>().sprite = on;
                 //GetComponent<SpriteRenderer>().sprite = on;
             }
         }
     }
 }



 void OnGUI()
 {

     int w = Screen.width, h = Screen.height;

     GUIStyle style = new GUIStyle();

     Rect rect = new Rect(0, 100, w, h * 4 / 200);
     style.alignment = TextAnchor.UpperLeft;
     style.fontSize = h * 2 / 50;
     style.normal.textColor = new Color(1f, 1f, 1f, 1.0f);
     string text = string.Format(a + "-" + obj);
     GUI.Label(rect, text, style);
 }

}[/code]

And this is SoundActivater

[code=CSharp]using UnityEngine; using System.Collections;

public class SoundActiver : MonoBehaviour {

 public GameObject sound;

 void Awake()
 {
     DontDestroyOnLoad(gameObject);
 }
 // Use this for initialization
 void Start () {
  
 }
  
 // Update is called once per frame
 void Update () {
     OnLevelWasLoaded(Application.loadedLevel);
 }

 void OnLevelWasLoaded(int level)
 {
     if (level == 9)
         sound.SetActive(false);
     else
         sound.SetActive(true);

 }

} [/code]

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