Good evening.

I was trying to make a Pause Button with a UI Button which has a _pressed func that is extended from Button, which would I thought would also unpause the game.

But instead it wouldn't even unpause the game as its shown in this recording from my Android device.

I even checked about the Process Mode of Nodes and I made sure that its set to Always, as it's depicted in Godot 4.1

I was wondering if there was another means to unpause the game through the same button, or even any other alternative for mobile devices will be appreciated as well.

Thank you so much for reading all the way to the end!

  • Megalomaniak

    With this I have found the solution to my problem, and it is that I had forgotten to share the view of the Scene nodes and how it was all assembled.
    It begins all with the main Node, being the Level Generator, and I looked to the Pause Button's Node Parent and made sure that it's Process Mode was set to Always, and it still didn't work.
    Then I realized that everything was the child of a SubViewport that I used to specifically render the scene.

    After that I thought of moving the ControlHUD canvas away from the SubViewport Node, and it is now a child of the root LevelGenerator.

    Now it all works as intended, even after only setting the specific Pause Button Node's Process Mode to Always and the rest to Inherit.

    Apparently as long as the Node is not a part of the SubViewport it will be able to work.

    Hopefully this helps out to anyone out there! Thank you once again to Megalomaniak for the prompt that helped sort this out.

First thing I'd check is make sure it's relevant parents are also all set to always process.

    Megalomaniak

    With this I have found the solution to my problem, and it is that I had forgotten to share the view of the Scene nodes and how it was all assembled.
    It begins all with the main Node, being the Level Generator, and I looked to the Pause Button's Node Parent and made sure that it's Process Mode was set to Always, and it still didn't work.
    Then I realized that everything was the child of a SubViewport that I used to specifically render the scene.

    After that I thought of moving the ControlHUD canvas away from the SubViewport Node, and it is now a child of the root LevelGenerator.

    Now it all works as intended, even after only setting the specific Pause Button Node's Process Mode to Always and the rest to Inherit.

    Apparently as long as the Node is not a part of the SubViewport it will be able to work.

    Hopefully this helps out to anyone out there! Thank you once again to Megalomaniak for the prompt that helped sort this out.