Under the scene actuator is a setting called suspend scene. Effectively what I have done is set it up so that when I press esc it pauses my main scene and adds an overlay. Once you press a button on that overlay scene it removes the scene and resumes the main one.
Here’s the first problem, objects that have animations if in mid-animation upon resuming the main scene have a high chance of replaying, so say if I have a door and its halfway through its opening animation, I pause then resume, it will restart its animation of opening. The reason this is such a problem is that I have a boss character who’s collision objects are directly tied to its animated rig, and because of the way its set up, if you pause it and it breaks the animation he can have two attacks happening at the same time.
My second issue is audio, upon pausing a scene the primary scenes audio will still play. So for example say if I had a character lip-synced to dialogue, well if I paused his character would obviously stop playing its animation but his voice work would still be playing meaning, if I were to resume after the audio ended even if the animation doesn’t break his lips will be moving without any audio accompanying him.
Also, I have no experience with coding, so if there is an answer you know that requires coding to fix these problems I’ll need a bit more help then saying, just use this code and insert the properties you need into it.
And yes I have already tried upbge, It fixes the problem but my games performance is more than halved and I have tried various means to fix it to no avail so that is not an option.