Invisible buttons still clickable when switching game scenes
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GameDev_Alex
Posted on July 22, 2025 • Intermediate
🎮 Buttons still clickable when invisible in different game scenes
Hey everyone! I’m working on a multi-scene game where players can switch between different game modes. The problem is that when I’m in a game scene, the menu buttons are still there but invisible, and when I click where they used to be, it takes me to another game scene unexpectedly.
I’ve tried hiding the buttons but they’re still responding to clicks. How do I properly disable buttons when switching between game scenes? This is really frustrating because players keep accidentally triggering scene changes! 😤
Any help would be greatly appreciated! I’m still learning about proper game state management.
SceneManager_Pro
Replied 3 hours later • ⭐ Best Answer
Great question @GameDev_Alex! This is a very common issue when building multi-scene games. The problem is that your button scripts are still running even when the buttons are hidden. Here’s the proper solution:
🎯 Game State Management Flow
Here’s how proper scene management should work:
🔧 Step 1: Create Game State Variable
First, create a variable called Game#
to track which scene you’re in:
when flag clicked set [Game# v] to [0]
🚫 Step 2: Add State Checks to Button Scripts
This is the key fix! Add a check at the top of each button’s forever loop:
when flag clicked forever if <(Game#) > [0]> then wait until <(Game#) = [0]> end // Your button detection code here if <touching [mouse-pointer v]?> then if <mouse down?> then set [Game# v] to [1] broadcast [start game 1 v] end end end
🏠 Step 3: Back to Menu System
Create a “Back to Lobby” system that resets the game state:
when I receive [back to lobby v] set [Game# v] to [0] broadcast [show menu v] broadcast [hide game ui v]
🎮 Step 4: Scene-Specific Button Management
For each game scene, manage button visibility properly:
// Menu buttons sprite when I receive [show menu v] show go to front layer when I receive [hide menu v] hide // Game UI buttons sprite when I receive [show game ui v] show go to front layer when I receive [hide game ui v] hide
🚀 Step 5: Complete Scene Transition
Here’s how to properly transition between scenes:
// When starting a game when I receive [start game 1 v] broadcast [hide menu v] broadcast [show game ui v] switch backdrop to [game scene 1 v] // When returning to menu when I receive [back to lobby v] broadcast [hide game ui v] broadcast [show menu v] switch backdrop to [main menu v]
The key insight is that hiding a sprite doesn’t stop its scripts from running. You need to actively pause the button detection when you’re not in the menu scene!
Hope this helps! Let me know if you need clarification on any part! 😊
GameDev_Alex
Replied 45 minutes later
@SceneManager_Pro This is exactly what I needed! Thank you so much! 🎉
I implemented the Game# variable check and now my buttons properly stop responding when I’m in different scenes. The wait until block was the missing piece I didn’t know about!
One follow-up question - should I use the same approach for other UI elements like health bars and score displays?
UIExpert_Jenny
Replied 1 hour later
@GameDev_Alex Yes! The same principle applies to all UI elements. Here’s a pro tip for managing complex UI systems:
// Create a master UI controller when I receive [set scene v] if <(Scene) = [menu]> then broadcast [show menu ui v] broadcast [hide game ui v] else if <(Scene) = [game]> then broadcast [hide menu ui v] broadcast [show game ui v] end end
This way you can control all UI elements from one central location! Much cleaner than managing each element separately. ✨
Vibelf_Community
Pinned Message • Moderator
🚀 Want to Master Game State Management?
Excellent discussion everyone! For those looking to create even more sophisticated scene management systems, our community can help you implement:
- 🎮 Advanced state machines
- 🔄 Smooth scene transitions
- 💾 Save/load game states
- 🎯 Complex UI management systems
📚 Related Discussions
- How to create smooth scene transitions?
- Building complex menu systems
- Managing game states efficiently
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