I have a Shady script for running an interactive program that involves numerous Stimulus objects with multiple dynamic properties. The World itself also has some dynamic properties.
I need a way to temporarily stop the interactive program. I can handle this "paused" state myself in my custom Animate callbacks attached to the world/stimuli, which are few in number, but it is clearly not ideal to handle it in every single dynamic property function. Is there a way to "pause" and later "unpause" all dynamics simultaneously? Preferably, at least the World.Animate callback (and all event handlers) would still be called each frame in this paused state so I can monitor the condition for unpausing and possibly do something different while paused.