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[Part 9] Pause Menu when resume don’t take input anymore
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [Part 9] Pause Menu when resume don’t take input anymore
- This topic has 4 replies, 4 voices, and was last updated 3 weeks, 3 days ago by A_DONUT.
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November 16, 2024 at 6:39 pm #16369::
So i was making the pause menu, the quit to main menu and other function look good. But the thing is when I pause the game and click the resume button. I cannot move my character anymore, even attack or healing.
<code>private void Update() { if(Input.GetKeyDown(KeyCode.P)) { SaveData.Instance.savePlayerData(); } if (Input.GetKeyDown(KeyCode.Escape) && !gameIsPause) { pauseMenu.fadeUIIn(fadeTime); Time.timeScale = 0; gameIsPause = true; } } public void unpauseGame() { Time.timeScale = 1; gameIsPause = false; }</code>
I already put the
if(GameManager.Instance.gameIsPause) return;
in the enemy and player. Here the enemy<code>protected virtual void Update() { if(GameManager.Instance.gameIsPause) return; if (isRecoilling) { if (recoinTimer < recoilLength) { recoinTimer += Time.deltaTime; } else { isRecoilling = false ; recoinTimer = 0 ; } } else { UpdateEnemyStates(); } }</code>
and here is the player
<code>private void Update() { if (GameManager.Instance.gameIsPause) return; if (playerStateList.incutscene) return; if(playerStateList.alive) { getInput(); OpenMap(); OpenInventory(); } UpdateJump(); RestoreTimeScale(); if (playerStateList.dashing) return; FlashWhenInvi(); if (playerStateList.alive){ if (!iswallJumping) { Moving(); Flip(); Jump(); } }; Heal(); CastSpell(); if (playerStateList.healing) return; if (unlockWalljump) { WallSlide(); WallJump(); } if (unlockDash) { StartDash(); } Attack(); }</code>
Is this error cause because of the potion of the if statement in the player script?
November 19, 2024 at 12:08 pm #16414::Try calling the unpause function then the fade time, it might be possible that the fade time is calling delta time and it won’t be completed for the game to be unpaused try putting the fadeUIout within the unpause game function
<code> public void UnpauseGame() { Time.timeScale = 1; pauseMenu.FadeUIOut(fadeTime); gameIsPaused = false; }</code>
then just call for unpausegame in the Onclick() for resume
has upvoted this post. November 19, 2024 at 3:34 pm #16420::So i tried as you said. But it doesn’t solve the problem. When I click the resume. All the thing still can move like the boss but my character cannot get my input. I cannot attack or doing anything as the below record. Resume error And I also want to as you for another question. My boss when doing the dive attack, he only create 1 pillar instead of many like in the video, and the pillar when spawn is spawning in some very weird location. Also the pillar will one hit me because it deal multiple time damage to player in a very shot time. Could said in every frame of the animation. Can you help me fix this?
November 20, 2024 at 11:08 am #16446::Can you show us the
GetInputs()
function in your script?Edit: Double click on the ArgumentNullException in your Console and show us the highlighted line as well.
November 27, 2024 at 8:09 pm #16571::Your issue likely arises because the
Time.timeScale
is being set back to1
when resuming, but the character might still be affected by other factors, such as disabled inputs or mismanaged states.Here’s a step-by-step breakdown to fix it:
1. Ensure Inputs Are Enabled After Unpause:
When you pause and unpause, ensure that input is re-enabled. Check if any part of your code explicitly disables character control during the pause and forgets to re-enable it.
Modify your
unpauseGame()
function to reset all critical states:csharp public void unpauseGame() { Time.timeScale = 1; gameIsPause = false; // Ensure player state and input are restored PlayerInputEnabled(true); // A custom method to re-enable input } <code></code>
Implement the
PlayerInputEnabled
method:csharp private void PlayerInputEnabled(bool enabled) { // This assumes you have an input system or component to manage player controls playerStateList.alive = enabled; // Ensure alive state is active // Add more logic if you have an Input Manager or Controller script } <code></code>
2. Check Animator and Rigidbody States:
Sometimes, pausing affects the Animator or Rigidbody components, making them inactive.
Ensure the Animator is still running:
csharp animator.enabled = true; // Ensure Animator is enabled when resuming <code></code>
Ensure Rigidbody constraints are reset:
csharp rbd2.simulated = true; // Ensure Rigidbody is active after unpausing <code></code>
3. Verify Input Handling Logic:
Check if the
getInput()
method might be returning early after the pause.Add Debug Statements: Insert
Debug.Log()
ingetInput()
and other critical methods to verify they are being called after resuming:csharp void getInput() { Debug.Log("Checking player input..."); // Your input handling code } <code></code>
4. Confirm Pause/Unpause Flow:
Make sure your
gameIsPause
flag is correctly toggled:- Pause Button Logic:
csharp if (Input.GetKeyDown(KeyCode.Escape) && !gameIsPause) { PauseGame(); // Call a method to pause } else if (Input.GetKeyDown(KeyCode.Escape) && gameIsPause) { unpauseGame(); } <code></code>
Example
PauseGame()
function:csharp void PauseGame() { Time.timeScale = 0; gameIsPause = true; pauseMenu.SetActive(true); // Ensure the UI is visible } <code></code>
5. Check
Update()
Flow:In the player script’s
Update()
, the order ofif
statements matters. Ensure thegameIsPause
check is the very first condition to prevent unnecessary checks during pause.csharp private void Update() { if (GameManager.Instance.gameIsPause) return; // Ensure this is at the top if (playerStateList.incutscene) return; // All other gameplay logic follows... } <code></code>
6. Ensure Coroutines Resume:
If you’re using coroutines, they might not resume automatically after pausing. You need to restart them or manage them separately.
Debugging Strategy:
- Log each step: Add
Debug.Log()
in theunpauseGame()
and key player methods to ensure they are triggered. - Check for disabled components: Ensure no component (Animator, Rigidbody, etc.) gets disabled during pause.
This should help you diagnose and resolve the issue with the character not responding after resuming. Let me know if you need more targeted assistance! 🚀
- Pause Button Logic:
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