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Asked By
Unityfugee
Hello,
I pause the game using
get_tree().paused
but I noticed that some nodes aren’t getting paused - specifically the nodes that aren’t initially present in the scene tree and get instanced at runtime.
Is there a way to update get_tree() to pause all the new nodes so I don’t have to go in every prefab and write a script to set it to PAUSE_MODE_STOP?
Nevermind, I fixed it : I was running the pause script on the root node, which was set to process mode. All its childern are set to inherit mode, so they were running in process mode and were not pausing correctly.
Now, I’ve set the root node back to inherit mode and moved the pause code to a separate node and it now seems to be working correctly.