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ClosepauseStatus | True if the application is paused, False if playing. |
Sent to all GameObjects when the playing application pauses or resumes on losing or regaining focus.
When Run In Background (Edit > Project Settings > Player > Resolution and Presentation) is disabled, a game running in the Editor's Play mode or in a standalone Player will pause any time the Editor or Player application loses focus. In these cases Unity sends OnApplicationPause(true)
to all MonoBehaviours.
The pauseStatus
parameter is either true
(paused) or false
(running). All MonoBehaviours receive this event while they are initializing, just after Awake
, so it will be called (with status false
) on first entering Play mode. They receive it again whenever the application pauses or unpauses on losing or regaining focus.
Note: Unity does not call OnApplicationPause
in response to toggling the Pause button in the Editor toolbar. The status of the pause button in the Editor is tracked by the PauseState enum.
For OnApplicationPause
to trigger in a Player application running separately from the Editor, the running Player must be windowed and smaller than the full screen. If the game is hidden (fully or partly) by another application then it pauses and Unity calls OnApplicationPause
with true
. When the game regains focus, Unity calls OnApplicationPause
with false
.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, enabling the on-screen keyboard causes an OnApplicationFocus event with the value false
. However, if you press "Home" at the moment the keyboard is enabled, the OnApplicationFocus
event is not called and OnApplicationPause
is called instead.
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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