• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by Dragonalias · Apr 17, 2018 at 04:20 PM · movementonclickpause game

I want OnClick to fire the same frame that the button is clicked

I made a pause button that then pauses the game by setting Time.timescale = 0. I use the editors On Click {} event. The code looks like this:

public class PauseAndPlay : MonoBehaviour { public GameObject pauseButton; public GameObject playButton;

 public void Pause()
 {
     
     SaveAndLoad.saveAndLoad.Pause();
     pauseButton.SetActive(false);
     playButton.SetActive(true);

 }

 public void Play()
 {
     pauseButton.SetActive(true);
     playButton.SetActive(false);
     SaveAndLoad.saveAndLoad.Unpause();
 }

}

The problem then comes when my player continues to move for a bit even though the game has been paused with Time.timescale. I move my player like so:

//If mousepress is detected if (Input.GetMouseButton(0)) {

         //set the place as a vector
         targetPos = cam.ScreenToWorldPoint(Input.mousePosition);
         targetPos.z = 0;
         //Get screen height and width
         screenBounds = cam.ScreenToWorldPoint(new Vector3 (Screen.width, Screen.height, 0));
         //Clamp the target position so that player can't leave camera view
         targetPos.y = Mathf.Clamp(targetPos.y, (screenBounds.z - renderSizeY), (screenBounds.y-renderSizeY));
         targetPos.x = Mathf.Clamp(targetPos.x, (screenBounds.z - renderSizeX), (screenBounds.x - renderSizeX -2/*-2 because of next line where + Vector3.right * 2 */));
         //move to the place, but a bit forward so the finger doesn't obscure the sprite. ActualSpeed() is an int * Time.deltaTime
         transform.position = Vector3.MoveTowards(transform.position,targetPos + Vector3.right * 2, ActualSpeed());
     }

This happens in the Update loop. So I suspect, after a few tests, that the OnClick event doesn't happen until you stop clicking, essentially GetMouseButtonUp(0) sort of thing. With the way movement is implemented in my game I would need to pause it on the GetMouseButtonDown(0) instead. Anyone know how this can be achieved?

Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

  • Sort: 
avatar image
Best Answer

Answer by Dragonalias · Apr 19, 2018 at 09:26 PM

Found the answer myself. In case someone else needs it: Use OnPointerDown

Just do it the same way as in the link, even making it public. OnPointerDown will fire when the object is clicked.

Comment

People who like this

0 Show 0 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Unity Answers is in Read-Only mode

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta on June 13. Please note, Unity Answers is now in read-only so we can prepare for the final data migration.

For more information and updates, please read our full announcement thread in the Unity Forum.

Follow this Question

Answers Answers and Comments

118 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

using mouse to move an object 2 Answers

Movement script stops working when time.timescale= 0 1 Answer

HELP WITH SETTING 0 Answers

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

save 2D gameobject movement - for pause resume 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges