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ClosepauseStatus | 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; } }