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Question by CallToAdventure · Jun 23, 2012 at 12:03 PM · time.scale

Time.scale Issue

I have a funny wee bug with a little bit of code that used to work well; Using this:

                 Time.timeScale = 0.2;
                 yield WaitForSeconds (0.6);
                 Time.timeScale = 1.0;

yesterday returned the time scale just fine to normal. now only works with one more decimal - 0.06. Using 0.6 will never return the time scale to 1.0; I have no idea why this occurs, you? :)

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avatar image Nelien · Jun 23, 2012 at 02:28 PM 0
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Not sure what you're trying to do but you should keep in $$anonymous$$d that WaitForSeconds obeys timeScale and so, if your current timeScale is 0.2, then "yield WaitForSeconds(0.6)" will actually wait for 3 seconds and not 0.6. In order to wait for a specific time ignoring timeScale try using Time.realtimeSinceStartup and create your own timer.

Something like:

Time.timeScale = 0.2f; float waitTime = Time.realtimeSinceStartup + 0.6f; while (Time.realtimeSinceStartup < waitTime) yield return 0; Time.timeScale = 1f;

As for your actual problem, have you tried adding "f" to the values you're setting? (like in my example)

avatar image henry96 · Jun 23, 2012 at 02:29 PM 0
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What function are these codes in?

avatar image CallToAdventure · Jun 23, 2012 at 02:38 PM 0
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the code is in a checktargets function called from update. what buffles me is that it worked before. adding f don't help neither.

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Answer by fateh · Jun 23, 2012 at 03:39 PM

try this line:

Time.fixedDeltaTime = 0.02 * Time.timeScale;

like this:.

 function Update () {
 if (Input.GetButtonDown ("Fire1")) {
     if (Time.timeScale == 1.0)
         Time.timeScale = 0.7;
     else
         Time.timeScale = 1.0;
         Time.fixedDeltaTime = 0.02 * Time.timeScale;
 }

}

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