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Fixed time step
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Topic: Fixed time step (Read 2961 times)
Hugo111
Playmaker Newbie
Posts: 45
Fixed time step
«
on:
July 25, 2017, 10:19:30 AM »
Hi all, is there a FSM to change a fixed timestep at the load of a level, as I have particular heavy physics needs in one level only, which I don't want to effect the rest of my game! Any ideas would be useful, thanks .
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djaydino
Administrator
Hero Member
Posts: 7616
Re: Fixed time step
«
Reply #1 on:
July 25, 2017, 11:52:20 AM »
Hi,
I think you mean a Action instead of FSM
I made a 'Set Fixed Time Step' Action for you. (in the attachment below)
I tested it a bit and it seems to work.
Can you let me know if it works so i can add this to the
Ecosystem
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Hugo111
Playmaker Newbie
Posts: 45
Re: Fixed time step
«
Reply #2 on:
July 29, 2017, 09:16:29 AM »
Thank you soooo much that works brilliantly !!! Problem solved !!
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djaydino
Administrator
Hero Member
Posts: 7616
Re: Fixed time step
«
Reply #3 on:
July 29, 2017, 03:58:56 PM »
Ok! Thats 10 dollar!!
Joke!! i am happy to help
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jeanfabre
Administrator
Hero Member
Posts: 15500
Official Playmaker Support
Re: Fixed time step
«
Reply #4 on:
July 31, 2017, 02:58:07 AM »
Hi
Kurt, can you put this on the Ecosystem? thanks
Bye,
Jean
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djaydino
Administrator
Hero Member
Posts: 7616
Re: Fixed time step
«
Reply #5 on:
July 31, 2017, 03:21:54 AM »
Hi jean.
Done!
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Ofonna
Full Member
Posts: 230
Re: Fixed time step
«
Reply #6 on:
July 31, 2017, 03:29:49 PM »
hi hugo please what's the purpose of this fixed time step, i'd like to know how it can also help me,
thanks
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Hugo111
Playmaker Newbie
Posts: 45
Re: Fixed time step
«
Reply #7 on:
August 11, 2017, 06:28:42 AM »
The purpose of the time step is to speed up in my case is the number of time the physics engine sees collisions, so better for very fast collisions . But you pay a price on cpu performance !!
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Kubold
Full Member
Posts: 112
Re: Fixed time step
«
Reply #8 on:
September 05, 2020, 05:12:37 AM »
Hey, this action still works good, BUT.
Can anyone make "
Set Maximum Allowed Timestep
" Action? Or modify the Set Fixed Timestep Action to also set the Maximum Allowed Timestep.
The Action "Scale Time" resets the Maximum Allowed Timestep to value: 0,2. This makes my game jitter after I turn on slomo. I need a Set Maximum Allowed Timestep Action to set it back to my preferred value.
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djaydino
Administrator
Hero Member
Posts: 7616
Re: Fixed time step
«
Reply #9 on:
September 05, 2020, 09:54:25 AM »
Hi.
I tried to google for some code sample to change this in code, but could not find anything.
if you can find a sample script i can make an action for it.
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Kubold
Full Member
Posts: 112
Re: Fixed time step
«
Reply #10 on:
September 07, 2020, 07:54:50 AM »
Hi, I found this:
Time.fixedDeltaTime = 1.0f/(float)PhysicsFrameRate;
Time.maximumDeltaTime = Time.fixedDeltaTime * 2.0f;
Application.targetFrameRate = TargetFrameRate;
from this forum post:
https://forum.unity.com/threads/cannot-seem-to-set-maximum-allowed-timestep-from-script.432147/
Is this helpful in any way? I don't know much about coding but maybe it's the "Time.maximumDeltaTime" that refers to Maximum Allowed Timestep.
«
Last Edit: September 07, 2020, 08:30:28 AM by Kubold
»
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Kubold
Full Member
Posts: 112
Re: Fixed time step
«
Reply #11 on:
September 07, 2020, 08:45:46 AM »
Nevermind! I managed to "hack" the original Action and it works
I attach the "
Set Maximum Allowed Time Step
" Action.
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Fixed time step