wizardpoop
Member
I have a
I now want to ensure
@Justin As the author of UCC, I'd like to know:
GamePlayManager
where I'm able to pause/resume gameplay for 1-4 UCC characters. It works well and the current (possibly naïve) implementation is:
C#:
private void OnGamePause() {
foreach (var locomotion in uccCharacterLocomotions) {
locomotion.TimeScale = 0;
}
}
private void OnGameResume() {
foreach (var locomotion in uccCharacterLocomotions) {
locomotion.TimeScale = 1;
}
}
I now want to ensure
MovingPlatform
s pause/resume too. This led to me digging into the KinematicObjectManager
. From here I realized there are likely three types I need to pause/resume:KinematicCharacter
KinematicObject
KinematicCamera
TimeScale
, toggling it between 0 (pause) and 1 (resume) has worked well. However, I'm now under the impression that using the various Register
/Unregister
methods (for each of the three kinematic types) might be preferable.@Justin As the author of UCC, I'd like to know:
- What is the recommended approach for pausing and unpausing gameplay that takes into account the three kinematic types?
- Is there anything outside these three types that I need to consider when pausing/resuming UCC related gameplay?
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