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Escape Menu Help

Discussion in 'Scripting' started by Um4yr, Jul 31, 2021.

  1. Um4yr

    Um4yr

    Joined:
    Jun 3, 2021
    Posts:
    6
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.SceneManagement;
    5.  
    6. public class pause : MonoBehaviour
    7. {
    8.     public static bool GameIsPaused = false;
    9.     public  GameObject pauseMenuUI;
    10.     void Update(){
    11.         if (Input.GetKeyDown(KeyCode.Escape))
    12.         {
    13.             if (GameIsPaused)
    14.             {
    15.                 Resume();
    16.             } else
    17.             {
    18.  
    19.                 Pause();
    20.             }
    21.         }
    22.     }
    23.  
    24.     void Pause()
    25.     {
    26.         pauseMenuUI.SetActive(true);
    27.         //Time.timeScale = 0f;
    28.         GameIsPaused = true;
    29.     }
    30.  
    31.     public void Resume ()
    32.     {
    33.         pauseMenuUI.SetActive(false);
    34.         //Time.timeScale = 1f;
    35.         GameIsPaused = false;
    36.     }
    37.  
    38.     public void LoadMenu()
    39.     {
    40.         //Time.timeScale = 1f;
    41.         SceneManager.LoadScene("new menu");
    42.     }
    43.  
    44.     public void QuitGame()
    45.     {
    46.         Application.Quit();
    47.         Debug.Log("QUIT");
    48.     }
    49. }

    i have a script for a escape menu. i used this tutorial

    but when i hit 'esc' i can still play my game in the background, can someone sugegst a fix. im guessing its in the top part of the code.

    thanks
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    18,389
    Don't guess, that's unprofessional. Instead, find out. This is engineering after all.

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494
     
    Bunny83 likes this.
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