2D Toolkit Forum

2D Toolkit => Support => Topic started by: korn3l on October 03, 2013, 12:17:07 pm

Title: UpdateAnimation deltaTime question
Post by: korn3l on October 03, 2013, 12:17:07 pm
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 :

Code: [Select]
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 ?
Title: Re: UpdateAnimation deltaTime question
Post by: unikronsoftware on October 03, 2013, 05:53:22 pm
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.