Search Unity

  1. Check out the Unite LA keynote for updates on the Visual Effect Editor, the FPS Sample, ECS, Unity for Film and more! Watch it now!
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Improved Prefab workflow (includes Nested Prefabs!), 2D isometric Tilemap and more! Get the 2018.3 Beta now.
    Dismiss Notice
  4. Want more efficiency in your development work? Sign up to receive weekly tech and creative know-how from Unity experts.
    Dismiss Notice
  5. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice
  6. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice
Guest, the Everyplay forum is currently read-only, due to a recent shutdown in the service. Please read more here.

Does anyone else think it's strange/bad that the Pause button remains on screen?

Discussion in 'Unity Everyplay' started by gfaraj, Dec 22, 2016.

  1. gfaraj

    gfaraj

    Joined:
    Jul 11, 2016
    Posts:
    32
    Currently, when the user clicks the Play button (http://imgur.com/a/szLFh) when my game launches the last recording, the pause button remains on screen until the user taps somewhere on screen:
    http://imgur.com/a/BWcCA

    This is very strange and non-user-friendly behavior. The pause button should either be hidden and only shown if the user taps again on the screen, or it should be made smaller and maybe placed on the bottom of the screen.

    Note: I've added this request to the Unity feedback site, please vote for it if you agree!
    https://feedback.unity3d.com/suggestions/remove-the-pause-button-when-playing-a-recording
     
  2. nbg_yalta

    nbg_yalta

    Joined:
    Oct 3, 2012
    Posts:
    340
    I have the same question, the button should fade in/out based on user input, not just be there forever