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Question by William_Goodspeed · May 11, 2014 at 02:37 AM · c#updatetimemenupause

Pause Menu Text Not Rendering

So I think I might know why this is happening but I'm not sure.

I've basically got two scripts. One for the Pause function and then one for the resume button. The Pause script toggles a boolean within the Resume script which is meant to allow the 3D text "Resume" to display on screen when the game is paused. Not my suspicion is that this isn't happening because when I set the timescale to 0 my presumption is that none of the scripts update. But I'm not sure if this is true or how to get round it and have a functioning pause menu!

Pause Script:-

 public class pause : MonoBehaviour {
     
     
     public bool paused;
 
     public GameObject Resume;
     private resumebutton rB;
     
     
     // Use this for initialization
     void Start () {
 
         rB = Resume.GetComponent<resumebutton> ();
         
         paused = false;
         Screen.lockCursor = true;
         Time.timeScale = 1;
         
         
     }
     
     // Update is called once per frame
     void Update () {
 
         if (paused == true) {
                         rB.isPaused = true;
                 } else {
                         rB.isPaused = false;
                 }
         
         
         if (Input.GetKeyDown (KeyCode.Escape)) {
             paused = togglePause ();
         }
         
         
         
     }
     
     bool togglePause()
     {
         if(Time.timeScale == 0){
             GameObject.Find("Capsule").GetComponent<MouseLook>().enabled = true;
             Screen.lockCursor = true;
             Time.timeScale = 1;
             return(false);
         }
         else{
             GameObject.Find("Capsule").GetComponent<MouseLook>().enabled = false;
             Screen.lockCursor = false;
             Time.timeScale = 0;
             return(true);
         }
     }
 }

Resume Button Script:-

 public bool isResume = false;
     public bool isPaused = false;
 
     public AudioClip click;
 
     
     
     void OnMouseEnter() {
         
         if (renderer.enabled == true) {
             audio.PlayOneShot (click);
         }
         
         renderer.material.color = Color.red;
     //    isButton = true;
 
         
     }
     
     void OnMouseExit() {
         
         renderer.material.color = Color.white;
         //isButton = false;
         
     }
     
     void OnMouseDown() {
         
         if (isResume) {
             GameObject.Find("Capsule").GetComponent<MouseLook>().enabled = true;
             Screen.lockCursor = true;
             Time.timeScale = 1;
             //return(false);
         }
 
 
         
     }
     // Update is called once per frame
     void Update () {
 
 
         if (isPaused == true) {
                         renderer.enabled = true;
                 } else {
                         renderer.enabled = false;
                 }
         
 
         
         
     }
 }
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avatar image Deign · May 11, 2014 at 03:59 AM 0
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I've had similar issues in the past, check the font, sometimes it resets to none and you have to reselect Arial in the inspector for the component.

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