1. Multiple Jump audio clips being played on first jump
[This is caused by the “Update()” function calling the code for the sound clip multiple times for the amount of frames its If statement’s parameter conditions are met.]
Replace the “audioSource.PlayOneShot(jumpSound)” to “if (Input.GetButtonDown(“Jump”)) {audioSource.PlayOneShot(jumpSound);}” to PlayerController.cs “Jump()” function’s first If statement.
Add a SaveGame() method to GameManager.cs to call SaveGame() when quitting to Main Menu
Then, on the “Quit to Main Menu” button’s On-Click() inspector, add the SaveGame() method.
public void SaveGame()
{
SaveData.Instance.SavePlayerData();
}
Add the SaveGame() method to the button’s On-Click() event
4. Pause menu doesn’t appear when pausing
[While there may be more, these are 2 possibilities]
1. Pause menu is not Set Active in the Canvas. Simply set the Pause menu and it’s children to active as they are being shown through their Canvas Group Alpha rather than Active or Inactive.
2. FadeUI.cs is using Time.deltaTime instead of Time.unscaledDeltaTime while the time scale has been set to 0. Thus, to fix this, switch the Time.deltaTime for Time.unscaledDeltaTime.
That will be all for Part 9.
Hopefully this can help you on any issues you may have. However, if you find that your issues weren’t addressed or is a unique circumstance, you can submit a forum post to go into detail on your problem for further assistance.