Closed GoogleCodeExporter closed 8 years ago
Ack, I didn't see an option to change the type. Sorry about that :/
Original comment by johaga...@gmail.com
on 9 Sep 2010 at 10:36
Not sure I understand you on this. Can you explain some more?
Original comment by pixelplacement
on 10 Sep 2010 at 5:50
Allow the end user to switch between Unity's Time.deltaTime and one calculated
in the script. This will prevent changes to Time.timeScale stopping the
functionality of iTween.
Original comment by johaga...@gmail.com
on 10 Sep 2010 at 8:14
Sorry, I want to make sure I understand this 100%...
Right now iTween actually does its animation in an Update loop the option to
switch this to FixedUpdate() as well as have everything correctly work on
Rigidbodies will be available soon.
How would you propose I alter things to allow timeScale changes to not affect
iTween's animations?
Thanks!
Original comment by pixelplacement
on 11 Sep 2010 at 3:08
Keep track of the last Time.realtimeSinceStartup, and subtract new time from
old to get the deltaTime that is unmodified by the timeScale changes.
For example (not tested; off the top of my head):
float lastTime;
float customDeltaTime;
void Update()
{
customDeltaTime = Time.realtimeSinceStartup - lastTime;
lastTime = Time.realtimeSinceStartup;
//Do stuff with the delta time
}
Original comment by johaga...@gmail.com
on 11 Sep 2010 at 4:51
And again, allow this to be optional, as slowing time/pausing time could still
be very useful.
Original comment by johaga...@gmail.com
on 11 Sep 2010 at 4:52
I'll see about perhaps adding this. Thanks for the idea.
Original comment by pixelplacement
on 11 Sep 2010 at 10:30
This issue has my vote. I just ran in the same issue that setting
Time.timeScale to zero will also stop all animations created with iTween.
Although there are a lot of situations where this is the behaviour you'd
expect, however there are also situations where you don't want this to happen.
For example when pausing the game and animating a GUI menu with the option to
continue playing the game.
Those who want to pause iTween animations should also use iTween.Pause() when
setting timescale to 0.
Original comment by p...@paultondeur.nl
on 17 Sep 2010 at 7:07
I'm open to code additions if someone wants to tackle this. Thanks!
Original comment by pixelplacement
on 29 Sep 2010 at 11:57
[deleted comment]
Added as of 2.0.33
Original comment by pixelplacement
on 12 Oct 2010 at 1:58
Original issue reported on code.google.com by
johaga...@gmail.com
on 9 Sep 2010 at 10:36