Sent to all game objects when the player pauses.
OnApplicationPause can be a co-routine; simply use the yield statement in the function.Implemented this way, it will be evaluated twice during the initial frame: first as an early notification and second time during the normal coroutine update step.
On Android, when the on-screen keyboard is enabled, it will cause OnApplicationFocus( false ) event.
Also, if you press "home" at the moment the keyboard is enabled, the OnApplicationFocus() event won't get called, but OnApplicationPause() will be called instead.
#pragma strict public class AppPaused extends MonoBehaviour { var isPaused: boolean = false; function OnGUI() { if (isPaused) GUI.Label(new Rect(100, 100, 50, 30), "Game paused"); } function OnApplicationFocus(focusStatus: boolean) { isPaused = focusStatus; } function OnApplicationPause(pauseStatus: boolean) { isPaused = pauseStatus; } }
using UnityEngine;
public class AppPaused : MonoBehaviour { bool isPaused = false;
void OnGUI( ) { if( isPaused ) GUI.Label( new Rect( 100, 100, 50, 30 ), "Game paused" ); }
void OnApplicationFocus( bool focusStatus ) { isPaused = focusStatus; }
void OnApplicationPause( bool pauseStatus ) { isPaused = pauseStatus; } }