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Unity: timeScale bug with new runtimes?
Hi,
Yesterday I updated our runtimes. I use to set the timeScale on the animations in the inspector, but I've noticed that has been removed. I did have the anims set to 0.5 as standard, but starting the game with the new runtimes I noticed everything was animating very slowly. If I set sk.timeScale = 1.0f then everything runs at a correct, but full, speed. If I set sk.timeScale = 0.5f the animations are considerably slower than 0.5x speed in the Spine Animator. Now 0.7ish seems like the equivalent to 0.5 in the Spine Animator.
Ideally I'd like to set the timeScale using the Spine Animator as a reference. Any thoughts on what has caused this?
Thanks,
J
I fixed the bug causing timeScale to be multiplied twice. I also put the time scale back in the inspector, I didn't mean to remove it. Thanks for reporting the problems!
Man you are a machine at replying to my endless posts. Thanks, keep up the incredible job!