How to resume game after pressing back in menu
up vote
2
down vote
favorite
Hey I am trying to make a pause menu in my game. When escape is pressed pause game go to menu, but now I want to be able to press back in menu and resume my game. So far I can only pause game and cant press back. Also if i press Play in menu it starts at my tutorial scene and not the current scene. Is there a smart way to do this? Without resetting my game.
`using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class MenuScript : MonoBehaviour
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.Escape))
{
if (Time.timeScale == 0)
{
Time.timeScale = 1;
}
else
{
Time.timeScale = 0;
}
SceneManager.LoadScene("Menu");
}
}
}`
c# unity3d
add a comment |
up vote
2
down vote
favorite
Hey I am trying to make a pause menu in my game. When escape is pressed pause game go to menu, but now I want to be able to press back in menu and resume my game. So far I can only pause game and cant press back. Also if i press Play in menu it starts at my tutorial scene and not the current scene. Is there a smart way to do this? Without resetting my game.
`using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class MenuScript : MonoBehaviour
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.Escape))
{
if (Time.timeScale == 0)
{
Time.timeScale = 1;
}
else
{
Time.timeScale = 0;
}
SceneManager.LoadScene("Menu");
}
}
}`
c# unity3d
add a comment |
up vote
2
down vote
favorite
up vote
2
down vote
favorite
Hey I am trying to make a pause menu in my game. When escape is pressed pause game go to menu, but now I want to be able to press back in menu and resume my game. So far I can only pause game and cant press back. Also if i press Play in menu it starts at my tutorial scene and not the current scene. Is there a smart way to do this? Without resetting my game.
`using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class MenuScript : MonoBehaviour
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.Escape))
{
if (Time.timeScale == 0)
{
Time.timeScale = 1;
}
else
{
Time.timeScale = 0;
}
SceneManager.LoadScene("Menu");
}
}
}`
c# unity3d
Hey I am trying to make a pause menu in my game. When escape is pressed pause game go to menu, but now I want to be able to press back in menu and resume my game. So far I can only pause game and cant press back. Also if i press Play in menu it starts at my tutorial scene and not the current scene. Is there a smart way to do this? Without resetting my game.
`using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class MenuScript : MonoBehaviour
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.Escape))
{
if (Time.timeScale == 0)
{
Time.timeScale = 1;
}
else
{
Time.timeScale = 0;
}
SceneManager.LoadScene("Menu");
}
}
}`
c# unity3d
c# unity3d
asked Nov 22 at 14:09
noobprogrammer1337
326
326
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
up vote
1
down vote
accepted
I get that this isn't straightforward problem since you seem new to Unity.
You got the idea correctly, changing the time scale will freeze all agents on the scene. HOWEVER, if you load a new scene you'll need to reload the game scene - losing any data you had (and that is not what you want). My advice is creating an overlay element (UI) on the game scene and just show/hide it. There are multiple tutorials online use this as an starting point. Let me know if you require more help.
code sample
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.Escape))
{
if (Time.timeScale == 0)
{
Time.timeScale = 1;
pauseMenu.gameObject.setActive(true);
}
else
{
Time.timeScale = 0;
pauseMenu.gameObject.setActive(false);
}
}
}
You will need a reference to the pauseMenu game object attached on this script using the Unity editor.
add a comment |
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
1
down vote
accepted
I get that this isn't straightforward problem since you seem new to Unity.
You got the idea correctly, changing the time scale will freeze all agents on the scene. HOWEVER, if you load a new scene you'll need to reload the game scene - losing any data you had (and that is not what you want). My advice is creating an overlay element (UI) on the game scene and just show/hide it. There are multiple tutorials online use this as an starting point. Let me know if you require more help.
code sample
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.Escape))
{
if (Time.timeScale == 0)
{
Time.timeScale = 1;
pauseMenu.gameObject.setActive(true);
}
else
{
Time.timeScale = 0;
pauseMenu.gameObject.setActive(false);
}
}
}
You will need a reference to the pauseMenu game object attached on this script using the Unity editor.
add a comment |
up vote
1
down vote
accepted
I get that this isn't straightforward problem since you seem new to Unity.
You got the idea correctly, changing the time scale will freeze all agents on the scene. HOWEVER, if you load a new scene you'll need to reload the game scene - losing any data you had (and that is not what you want). My advice is creating an overlay element (UI) on the game scene and just show/hide it. There are multiple tutorials online use this as an starting point. Let me know if you require more help.
code sample
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.Escape))
{
if (Time.timeScale == 0)
{
Time.timeScale = 1;
pauseMenu.gameObject.setActive(true);
}
else
{
Time.timeScale = 0;
pauseMenu.gameObject.setActive(false);
}
}
}
You will need a reference to the pauseMenu game object attached on this script using the Unity editor.
add a comment |
up vote
1
down vote
accepted
up vote
1
down vote
accepted
I get that this isn't straightforward problem since you seem new to Unity.
You got the idea correctly, changing the time scale will freeze all agents on the scene. HOWEVER, if you load a new scene you'll need to reload the game scene - losing any data you had (and that is not what you want). My advice is creating an overlay element (UI) on the game scene and just show/hide it. There are multiple tutorials online use this as an starting point. Let me know if you require more help.
code sample
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.Escape))
{
if (Time.timeScale == 0)
{
Time.timeScale = 1;
pauseMenu.gameObject.setActive(true);
}
else
{
Time.timeScale = 0;
pauseMenu.gameObject.setActive(false);
}
}
}
You will need a reference to the pauseMenu game object attached on this script using the Unity editor.
I get that this isn't straightforward problem since you seem new to Unity.
You got the idea correctly, changing the time scale will freeze all agents on the scene. HOWEVER, if you load a new scene you'll need to reload the game scene - losing any data you had (and that is not what you want). My advice is creating an overlay element (UI) on the game scene and just show/hide it. There are multiple tutorials online use this as an starting point. Let me know if you require more help.
code sample
// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.Escape))
{
if (Time.timeScale == 0)
{
Time.timeScale = 1;
pauseMenu.gameObject.setActive(true);
}
else
{
Time.timeScale = 0;
pauseMenu.gameObject.setActive(false);
}
}
}
You will need a reference to the pauseMenu game object attached on this script using the Unity editor.
edited Nov 22 at 14:24
answered Nov 22 at 14:18
Cabrra
5551823
5551823
add a comment |
add a comment |
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