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Up and Coming
July 29, 2014

Disable the built in pausing of SDK .4?

Anyone know how to disable the built in pausing of the sdk .4? For example, if you don't have a pause menu and hit escape, it freezes the game anyway and gives you mouse control. Unfortunately, like most games, I use escape for my in game pause menu, and the sdk is overtaking my menu and not allowing it to show when built to a stand alone. I'm sure it's just a simple option, but I'd still like to know if anyone else knows it already. (I'm at work and only worked with it for literally 3-5 minutes to make sure it was integrated. I also don't have my dk2, so I can't just look around to see if it's floating somewhere out of view. It does work right inside of the editor though, so it's odd.)
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    3 replies

    Inspiring
    July 29, 2014
    The behavior you described for Escape isn't in any of our Unity scripts. By default, OVRMainMenu (located on the OVRPlayerController prefab) quits the application when you push Escape. You can change that to any other key via the "Quit Key" field.
    Up and Coming
    July 29, 2014
    Hmmm... that's odd then as to why it's only freezing the game when built, but runs like normal in the editor... I'll have to check that the menu option is turned off and such when I get home I suppose.
    Current Project: Virtual Reality Glove project
    Up and Coming
    July 30, 2014
    By itself, unity doesn't actually do anything when you hit escape, except in the editor. Pausing or quitting has to be implemented in a script somewhere.