• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DrYSG · Jun 06, 2016 at 07:12 AM · updatetimetimescaledeltatimeclock

Single Step (pause, resume), or externally clock game loop

Just so you don't think we are crazy.

We want to use unity3d to display real-time 3D sensor data (no game players, no user, no physics). Is it possible to put unity3D into pause state (e.g. timescale=0)?

We would want the network messages to still flow, and to be able to update the location, and pitch/yaw/roll of the the objects while in pause. (these messages would be coming in while the game is paused, and there will be a lot of them).

Alternatively, we are looking at a way to single step the engine (ala CesiumJS or GazeboSim) so that we can do a start, and get a end event. (I.e. if I set the timescale=0, can I wait for a network message, set the timescale to run again, and then shut it back to 0, as soon as the frame advances?)

BTW, How would we know that all the rendering update (update of objects are done). Would this be the OnPostRdender event?

http://docs.unity3d.com/Manual/ExecutionOrder.html

(we have hard physical devices, and we cannot rely on the free running clock of Unity3D, we need a true hard external clock).

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Movement using Time.deltaTime not working on Fast mac 3 Answers

Game over scene when the time is up ? 2 Answers

Pause game that not using deltatime for movment 1 Answer

Time.deltaTime not working correctly 7 Answers

Execute code every x seconds with Update() 4 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges