How to pause the game when the dialogue is shown
Posted: Tue Oct 12, 2021 6:50 pm
I'm creating the dialogue which is controlled by Timeline(with Conversation Track, Continue Conversation Track).
I want players to read the dialogue well, and hit "Continue" button to proceed.
But in order to do so, I have to pause the timeline when the dialogue is shown.
Pausing timeline is not ideal(because when the timeline is paused, all characters acting desired animations go back to idle animation on its Animator),
so setting time scale into 0, and after the player pushed "Continue", it goes back to 1 and proceed. This is my goal.
I set "Dialogue Time Mode" to "Gameplay" and put the Sequence "Pause()" in the entry,
expecting to be like when the dialogue is shown the time scale becomes 0 and pause.
But it didn't stop at all.
Is there anything I'm misunderstanding?
I want players to read the dialogue well, and hit "Continue" button to proceed.
But in order to do so, I have to pause the timeline when the dialogue is shown.
Pausing timeline is not ideal(because when the timeline is paused, all characters acting desired animations go back to idle animation on its Animator),
so setting time scale into 0, and after the player pushed "Continue", it goes back to 1 and proceed. This is my goal.
I set "Dialogue Time Mode" to "Gameplay" and put the Sequence "Pause()" in the entry,
expecting to be like when the dialogue is shown the time scale becomes 0 and pause.
But it didn't stop at all.
Is there anything I'm misunderstanding?