In The SFCamera.cs LateUpdate()
SFMgr.Advance (Time.deltaTime);
It's fine,but when i change TimeScale,
timescale will effect UI Update,
so i fix
SFMgr.Advance(Time.realtimeSinceStartup - m_fLastRealTime);
m_fLastRealTime = Time.realtimeSinceStartup;
but that will let UI became fast.
Is have any solution not affected timescale.Thanks
Solved! Go to Solution.
Solved by beneton. Go to Solution.
It can be fixed if you extend SFCamera and make SFCamera.LateUpdate virtual.
Then, in your SFCamera, you override LateUpdate and make it this way:
public override void LateUpdate ()
{
if ( GAME IS PAUSED ) {
if (SFMgr != null){
SFMgr.Advance (lastDeltaTime);
}
} else {
lastDeltaTime = Time.deltaTime;
base.LateUpdate ();
}
}
I hope it helps,
cheers,
beneton
There is actually a better solution I think.
You can set "AdvanceWhenGamePaused = true;" on your classes that extends Movie.
This will make them Advance even when TimeScale is 0. 🙂