Version: 2022.3
言語: 日本語

パラメーター

hasFocus ゲームオブジェクトにフォーカスがあるときは true、そうでなければ false。

説明

プレイヤーがフォーカスを取得、または、失ったときに、すべてのゲームオブジェクトに送信されます。

OnApplicationFocus is called when the application loses or gains focus. Alt-tabbing or Cmd-tabbing can take focus away from the Unity application to another desktop application. This causes the GameObjects to receive an OnApplicationFocus call with the argument set to false. When the user switches back to the Unity application, the GameObjects receive an OnApplicationFocus call with the argument set to true.

OnApplicationFocus 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 an OnApplicationFocus( false ) event. If you press Home when the keyboard is enabled, the OnApplicationPause() event is called instead of the OnApplicationFocus() event.

Note: If the Editor is in Play mode, OnApplicationFocus is called when the Game view loses or gains focus. If an external application (meaning an application other than Unity) has focus, and you click a different Editor tab, ::OnApplicationFocus is called twice in one frame. The first time, OnApplicationFocus is called with hasFocus set to true because the Game view regains focus when Unity regains focus. The second time, OnApplicationFocus is called with hasFocus set to false because the Game view loses focus to the Editor tab that was clicked.

To minimize the number of times OnApplicationFocus is called when the Editor is in Play mode, and you are using the rest of the Editor, drag the Game view into a floating window.

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; } }