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QUESTION
I've just started teaching myself coding, and I've been watching Brackey's tutorial series. I'm trying to create a Pause menu, and I've followed along with the video, but for some reason I can't get the menu to activate when I hit escape. I've double checked the code and it should be working, when compared to what's on screen. Is there something I'm missing?
...ANSWER
Answered 2021-Apr-20 at 21:17Now that I can see the relevant code and hierarchy I believe I see the issue. In your script, you are checking for input in the Update()
which is only called when the GameObject the script component is on is active in the hierarchy.
When you are toggling your pause, you are activating and deactivating the GameObject that you assign in the inspector. As the object you assigned in the GameObject that has the script, the Update()
will never be called after it is disabled.
You have a few options, but the easiest one would be to drag in the reference of the panel pauseMenu
as the reference object to toggle in your script instead of the Canvas
object you currently have. That way the Canvas
can act as a manager for the pauseMenu
, toggling it when the input changes.
QUESTION
Hello I have a 2d Platformer in Unity and I have this sprite with a box collider that detects if its come into contact with the player, when it does it should play the audio source, pause it when the audio source is done it should resume time and destroy the detector. I have tried Enumerators but it doesn't pause time and the detector doesn't stop working.
Here is the code:
...ANSWER
Answered 2020-Dec-23 at 13:14You have to run the routine using StartCoroutine
QUESTION
I am making a pause menu in my game. My game locks the cursor in position and then hides the cursor so that it is not distracting for the user. This works as intended until I pause the game. The cursor becomes visible (as Cursor.Visible is set to true in the pause function) and the pause menu works correctly. When I press escape again to exit the menu, however, the cursor remains visible in position on the screen.
How can I fix this?
Thanks,
Here is my Code:
...ANSWER
Answered 2020-Feb-02 at 22:26The problem here seems to be that when you run the code in the Unity Editor, the cursor does not vanish, but when the same code is built and then run, the cursor does vanish as intended. This problem was solved by building the project and running the .exe file.
QUESTION
ANSWER
Answered 2019-Dec-11 at 21:33The reason pauseGame
isn't dispatching is because you're not dispatching it. You're calling the action creator and then immediately changing your observable state to lastMoveSuccessful
.
Instead, what you want is to split the pipeline and merge
them back to one. I know this is confusing, but it's how Redux-Observable works at the moment. If you want a different way where you can dispatch at any point in time, checkout my article: https://dev.to/sawtaytoes/the-best-practice-anti-pattern-jj6
When the move
type occurs, switch to a new observable. That observable is a merging of 2 new observables: one which immediately dispatches pauseGame
, the other which checks if the last move was successful, and if so, waits a second and dispatches 2 other actions.
QUESTION
I was testing out some code for my game: trying to make an object already picked up to not spawn again when reloading the level. For some reason, I get this error now and I don't seem to find a solution yet (saw many had this issues while googling but none of the fixes seemed to fit)
Didn't try much as it is quite personnal. One fix wouldn't work to me as I cannot find out where to put it exactly (due to different scripts names..)
...ANSWER
Answered 2019-Jul-18 at 19:20Apply this to the GameObject which you want to persist between scene .
refs:
QUESTION
So I am working on a runner game and it is almost done. The problem is that I am testing the Pause Panel and when player touches a zombie, pause panel shows up and I am restarting the game again by pressing the restart button. But when I touch the zombie again panel doesnt show up and gives me the error in the title. I am stuck and any help will be appreciated. This is the code and I referenced to the line that error sends me :
...ANSWER
Answered 2018-Aug-08 at 16:59I found the solution. It was a simple mistake on the OnDisable method. I deleted the += sign and changed it with -= sign because it was enabling the event when it was supposed to disable.
QUESTION
I got a problem with the observer design pattern.
I tried to implement something like Observers on my own and ran into a nasty error I don't understand.
...ANSWER
Answered 2018-May-26 at 16:41The problem caused by wrong usage of interface.
QUESTION
I am using Surfaceview to change the background image. But I am getting false on holder.getSurface().isValid() and I don't know why. I looked at some of the similar questions here, but still could not solve it. Is there something missing on what I have done so far, or is there something else I should try
Thanks
...ANSWER
Answered 2017-Dec-06 at 07:47You had to add Callback
in the SurfaceView
to receive events about Surface availability and do drawing from a thread.
A Callback Example will look like this :
QUESTION
So i am trying to make a game where when "start" button is clicked the timer sets off and extra buttons appears also changing the "start" button into "pause". One of the buttons is "restart" which restarts the timer and the brings back "start" button. If "restart" was clicked while the timer was running everything goes okay. If "restart" was clicked when the timer was "paused", it resets the time, but when the game is "started" again, the basically two timers starts simultaneously. I know I would need to check whether the "restart" button was clicked and then not to start the "start" function, but I do not know how to check. I tried with "data" attribute and then put "start" function into if statement, but the function does not work then.
my code is here https://jsfiddle.net/peliudzemas/kn3qeuct/1/
...ANSWER
Answered 2017-Dec-02 at 04:16Try this:
QUESTION
I'm new to java and android so I am asking these kind of questions here to understand how it should work.
I have 2 Activities in my app viz Welcome_Activity.java
and Content_Activity.java
The First Activity work smoothly but the problem comes when the Content_Activity(Second Activity)
is called from Welcome_Activity(First Activity)
In the onCreate
of Second Activity
, I think the contents which are too many cause the Activity to load too slow.
How to solve this issue?
Example :
...ANSWER
Answered 2017-Aug-18 at 04:59You should have a look in Asyntask. It helps you to load/do the task that take sometime, by executing it in background thread. That would help your Activity(UI) won't be jerky.
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