How do people do short, juicy pauses in Unity a-la @jwaaaap’s Art of Screenshake talk (https://www.youtube.com/watch?v=AJdEqssNZ-U&feature=youtu.be&t=18m …)
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Replying to @benedictfritz
I’m using HOTween right now to escape being tied to Unity’s timeScale for timing the pause, but it’s not greatpic.twitter.com/JgFQH7yOLW
2 replies 0 retweets 0 likes -
Replying to @benedictfritz
@benedictfritz So you're just trying to scale Time.timeScale down to 0 non-instantaneously for x seconds, then back up to default 1f?1 reply 0 retweets 0 likes -
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Replying to @benedictfritz
@benedictfritz We use a TimeManager class that checks Time.realtimeSinceStartup and creates a delta we can query. http://docs.unity3d.com/ScriptReference/Time-realtimeSinceStartup.html …3 replies 0 retweets 1 like -
Replying to @trinketben
@trinketben@benedictfritz Yeah, I was gonna say make your own deltaTime separate from Unity's timeScale1 reply 0 retweets 0 likes -
Replying to @david_laskey
@david_laskey@trinketben Does WatiForSeconds(0) just wait till the next frame?1 reply 0 retweets 0 likes -
Replying to @benedictfritz
@benedictfritz@trinketben I think so? I would just yield return null1 reply 0 retweets 1 like
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