2D Toolkit Forum
2D Toolkit => Support => Topic started by: korn3l on October 03, 2013, 12:17:07 pm
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I have the timeScale set to 0 and I want the animation to keep playing, so I'm calling the updateAnimation manually in my game object's update :
if (Time.timeScale < 0.5f && state == UnitState.Celebrating)
{
spriteAnimator.enabled = false;
spriteAnimator.UpdateAnimation(1.0f / 60.0f);
}
The animation works, but it's faster than it should be. The animation has 30 frames, frameRate 30 and clipTime 1.
It get's better when I set the delta to something like 1/100.
What value should the delta time have to play the animation at the default speed ?
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If you want something to play through timescale = 0, you could probably replace the animator with the tk2dUISpriteAnimator instead. That works correctly even when paused.