# How to create amodal to allow the user to return to the main screen

**URL:** <https://phaser.discourse.group/t/how-to-create-amodal-to-allow-the-user-to-return-to-the-main-screen/10427>\
**Category:** Phaser 3\
**Created:** [October 13, 2021, 4:52pm UTC](https://phaser.discourse.group/t/how-to-create-amodal-to-allow-the-user-to-return-to-the-main-screen/10427 "2021-10-13T16:52:38Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![carlos-rafael](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/carlos-rafael/32/5725_2.png) [@carlos-rafael](https://phaser.discourse.group/u/carlos-rafael)\
**Post date:** [October 13, 2021, 4:52pm UTC](https://phaser.discourse.group/t/how-to-create-amodal-to-allow-the-user-to-return-to-the-main-screen/10427/1 "2021-10-13T16:52:38Z")

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Hello everyone.

I am starting creating 2D platform game and at the moment I am starting to create the menu inside the main game that allows the user to change the configs of the game (enable/disable music and sound as well as return to the main menu).

I would like to check if anyone else has gone thorugh this and could recommend the best practice (should I create this modal structure inside the scene where the game is happening, should I create one scene just for this modal, …)?

Thank you a lot for your help.  
By the way, I found one example about creating this new window here: [Phaser 3 Examples](http://labs.phaser.io/edit.html?src=src%5Cscenes%5Cdrag%20scenes%20demo.js), but I would like to check if you would follow the same approach.

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**Author:** ![NickHatBoecker](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/nickhatboecker/32/5380_2.png) [@NickHatBoecker](https://phaser.discourse.group/u/NickHatBoecker)\
**Post date:** [October 13, 2021, 9:20pm UTC](https://phaser.discourse.group/t/how-to-create-amodal-to-allow-the-user-to-return-to-the-main-screen/10427/2 "2021-10-13T21:20:20Z")

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I, myself, use a parallel scene for my pause menu, where the user can save/load and return to the main menu, which is also a scene for itself. I like this approach because the code is separated from the actual game (scene) code.
