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Question by Xxov3rxx · Jun 13, 2015 at 07:17 PM · rigidbody2dvelocitypauseresume

Unpausing While Keeping Values

I've done a lot of research and tried copying scripts exactly but because I'm using a 2d rigidbody I get unique problems.

I'm trying to get objects to pause and then continue on the same velocity and direction they were going before I paused

Currently my setup is using two scripts one that controls the gui pause button...

 if (GUI.Button (new Rect (15, 30, 100, 50), "Pause")) {
 
             boxClicked = !boxClicked;


and the other references "boxClicked" to stop the gameobject's rigidbody

 public Vector2 savedVelocity;
 
     void FixedUpdate()
     {
         Debug.Log (savedVelocity);
 
     
         if (GlobalClockScript.boxClicked == true)
         {
             GamePlaying();
         }
 
         if (GlobalClockScript.boxClicked == false)
         {
             GamePaused();
         }
     }
 
     void GamePlaying()
     {
         rigidbody2D.isKinematic = false;
         rigidbody2D.AddForce (savedVelocity, ForceMode2D.Force);
     }
 
     void GamePaused()
     {
         savedVelocity = rigidbody2D.velocity;
         rigidbody2D.isKinematic = true;
     }
 

For some reason I'm unable to save the velocity value (savedVelocity) and deploy it as a force when I resume the game. Any help would be great

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avatar image Hellium · Jun 13, 2015 at 07:59 PM 0
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Could you give the link you are talking about to compare ?

By the way, I don't think that force and velocity are related in such a simple way.

avatar image Xxov3rxx · Jun 13, 2015 at 11:18 PM 0
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http://answers.unity3d.com/questions/284068/pauseing-and-resu$$anonymous$$g-a-rigidbody.html

I based it off of this persons.

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