Open omarzohdi opened 8 years ago
Just a note regarding the pausing in unity:
"By setting the timeScaling factor to 0, you basically pause your game, since everything time-based will be stopped. Effectively, it results in Time.deltaTime to be constantly 0, and FixedUpdate is not called anymore. (Update and LateUpdate will still be called). If you want to have animations during pause, you have two possibilities: Use an animator component with Update Mode: Unscaled Time. If the animations are done through code (like rotation, simple movement or fading) you can use Time.unscaledDeltaTime. Like the name says, this is the unscaled delta value, and thus the same as deltaTime for timeScale = 1."
The skeleton to accept a pause screen exist, but an implementation for the actual screen that pauses the game is missing. Implement and test it.