Keep the pause menu animating while the game itself is frozen or in slow motion
If everything uses one clock, pausing the game also freezes the menu that is sliding in, and a slow-motion moment makes buttons crawl. Two clocks fix that, but the slow-motion change itself should not be a hard cut. Here is how to run both and ease into slow motion.
Why this works
Menus and the world are different things, and each needs its own sense of time. When the game stops, the menu should still breathe, and slowing the world should feel like a smooth dip in speed, not a sudden stop.
When not to use it
Do not use it in a tiny game with a static pause screen, or one played online where the world cannot be paused for everyone. Draw a still image over the game, or show a menu that leaves play running.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Keep the pause menu animating while the game itself is frozen or in slow motion" (read_entry mobile-pause-menu-with-its-own-clock) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP