Being able to use real time for Nova Animations #5
Replies: 2 comments 2 replies
-
This is a great callout - thank you for bringing it to our attention! Animations not working while the game is paused (using the Time.timeScale method) sounds more like a bug to me than a feature request (why I moved it to Bugs) - for that reason we're including a fix in our next release to move things over to Time.unscaledTime, as you suggest! We've already submitted it for review, so it should be available through the asset store within the next few days - according to ETA we get from Unity. Animations can be paused via their animation handles through a call to That said, if there is a larger feature request here to support using Time.time vs Time.unscaledTime on a per-animation basis, that is something we'd be happy to consider as well. For example, we technically could make the option configurable through the Would that be something you (and potentially other Nova users) might find useful? |
Beta Was this translation helpful? Give feedback.
-
Latest release, v1.0.1, has been published to the asset store with the fix! |
Beta Was this translation helpful? Give feedback.
Uh oh!
There was an error while loading. Please reload this page.
-
To prevent gameplay from happening in the background while a menu is open, it's common to set the Time.timeScale to 0 when a pause menu is opened. However, doing this appears to conflict with Nova animations, which seem to update based on a Time.timeScale sensitive value. It would be useful in this situation to be able to update Nova's animations in real time rather than timeScale-adjusted time.
Beta Was this translation helpful? Give feedback.
All reactions