I’m working on a project that consists solely of guis and gui nodes, instead of traditional game worlds with game objects, tilemaps, etc. I have a semi-transparent pause screen that is displayed as a “popup” using Monarch. I’ve selected the popup box and set “timestep under popup” to 0. This works for non-gui gameworld objects, however it seems that the underlying collection’s gui continues to animate.
Any tips? To reiterate, I’m using gui.animate() to scroll the background image vertically in the underlying collection. I then hit “pause,” which displays a popup pause screen. Underneath this semi-transparent screen, the background continues scrolling instead of freezing.
Animating a game object does indeed stop its motion, however since I’m only working with gui nodes, I don’t have any game objects being animated. I’m using gui.animate() with respect to gui property “position.y.” Similarly, I have a timer counting upward in the top-left of the screen. It adds to its value through the gui script’s update() function. This continues to increase even when there pause screen is shown. Maybe guis aren’t accounted for when a popup is shown?
Setting the timestep to 0 on a collection proxy definitely pauses everything in the collection, game objects animated using go.animate() and gui nodes animated using gui.animate().
BUT keep in mind that the “timestep below popup” only works if you are loading the screen using a collection proxy. It does not work if the screen is loaded using a collection factory. Also make sure to set the value on the screen you want paused when covered by a popup, so don’t set it on the popup screen hoping that it will pause whatever screen it covers.
Also make sure to set the value on the screen you want paused when covered by a popup, so don’t set it on the popup screen hoping that it will pause whatever screen it covers.
This is what I was missing. Thanks for the info! It works now.