pingu Posted August 29, 2018 Share Posted August 29, 2018 Hello, I call `chooseAsync()` when the user clicks on the "Ready" button of my game. The only action left for the user after the "Ready" button get the car moving is tapping once again. Since `chooseAsync()` and `shareAsync()` take a little while to open (under half a second), I notice that players end up pressing again before the modal dialog from Facebook pops up. The problem here is that the car in the game would have already started moving and the dialog would pop up over it. If I could listen to an event which told me that the user doesn't have control over the game, I could pause the game until the dialog gets cleared. I tried `onPause()` but it doesn't work with `chooseAsync()`. Thanks Quote Link to comment Share on other sites More sharing options...
DylanD Posted August 29, 2018 Share Posted August 29, 2018 have you tried var pauseVar = true; chooseAsync().then(()=>{ pasueVar = false; }); that way it is paused until chooseAsync is done? just an idea Quote Link to comment Share on other sites More sharing options...
pingu Posted August 29, 2018 Author Share Posted August 29, 2018 Hmm that could work. I think it's best to show a loading sign while chooseAsync loads so that people aren't confused why it's stuck. Thanks! DylanD 1 Quote Link to comment Share on other sites More sharing options...
DylanD Posted August 29, 2018 Share Posted August 29, 2018 p.s if this did solve the problem add the solved tag pingu 1 Quote Link to comment Share on other sites More sharing options...
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