Timeline for Blinking object
Current License: CC BY-SA 3.0
19 events
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Apr 17, 2020 at 14:47 | comment | added | Nick | Also if this fading sequence is so complex, you are using a game engine which just allows you to create Animation and animate any script variable, which would be much better solution. Animation also allows you to create event listenters and call custom functions when hitting certain keyframes. | |
Apr 17, 2020 at 14:44 | comment | added | Nick |
If you want variable to change from 0 to 10 in 10 seconds in Update function no matter framerate, then you need to add Time.deltaTime to it. If framerate is 1fps, Time.deltaTime will be equal to 1. Means in 10 frames you get 10. If your fps is 2, Time.deltaTime will be equal to 0.5, means in 10 frames you get 5, but in 10 seconds you get 10(20 frames). Etc. You didn't explain exactly how you are using myTimeVariable but I assume you just want myTimeVariable += Time.deltaTime
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Apr 17, 2020 at 13:46 | answer | added | user138777 | timeline score: -1 | |
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Apr 27, 2016 at 21:18 | answer | added | Stormwind | timeline score: 0 | |
Apr 27, 2016 at 13:31 | answer | added | user3730788 | timeline score: 1 | |
Apr 27, 2016 at 11:04 | comment | added | fyvaydmx |
I'm using Time.time to prepare myTimeVariable . 10.0f is 10 seconds regardless of FPS.
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Apr 27, 2016 at 10:07 | comment | added | Uri Popov | are you sing Time.DeltaTime to measure your time ? You might want to consider a fps independent timer. | |
Apr 27, 2016 at 10:06 | history | edited | fyvaydmx | CC BY-SA 3.0 |
added 114 characters in body
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Apr 27, 2016 at 10:00 | history | edited | fyvaydmx | CC BY-SA 3.0 |
added 114 characters in body
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Apr 27, 2016 at 9:59 | review | First posts | |||
Apr 27, 2016 at 13:38 | |||||
Apr 27, 2016 at 9:54 | history | asked | fyvaydmx | CC BY-SA 3.0 |