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pauseStatus True if the application is paused, else False.


Sent to all GameObjects when the application pauses.

OnApplicationPause is called

OnApplicationPause can be a co-routine; to do this use the yield statement in the function. Implemented this way, it is evaluated twice during the initial frame: first as an early notification, and secondly during the normal co-routine update step.

On Android, when the on-screen keyboard is enabled, it causes a OnApplicationFocus( false ) event. Additionally, if you press "Home" at the moment the keyboard is enabled, the OnApplicationFocus() event is not called, but OnApplicationPause() is 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(hasFocus: boolean) {
		isPaused = !hasFocus;
	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 hasFocus) { isPaused = !hasFocus; }

void OnApplicationPause(bool pauseStatus) { isPaused = pauseStatus; } }

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