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Author Topic: "Real Time" no longer working  (Read 1281 times)

dasbin

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"Real Time" no longer working
« on: November 25, 2013, 12:40:38 PM »
Hi,

After updating to 1.7.6, the "Real Time" setting on the iTween action "Move To" (and possibly others) no longer works as intended. In other words, iTween will no longer animate when the game's Timescale == 0, even with "Real Time" checked.

Additionally I noticed that actions such as Float Interpolate will become much more "stepped" when timescale == 0 and Real Time is checked. Meaning the intervals between updating the result is noticeably longer and not as smooth. I don't recall this previously being the case, though I could be wrong on that one.

If this isn't PM's fault, perhaps it is interacting in some way with NGUI, which I also updated recently. I see a new auto-created GameObject appearing in my scenes called "_RealTime" created by NGUI, which I assume NGUI is now using a different method of tracking time. Perhaps the real time tracking of this script is interfering with PM's methods?
« Last Edit: November 25, 2013, 12:51:41 PM by dasbin »

Alex Chouls

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Re: "Real Time" no longer working
« Reply #1 on: November 25, 2013, 01:49:01 PM »
Is this in Unity 4.3? Something might have changed with the way Unity handles realtime... Nothing has changed on the Playmaker side as far as I know...

dasbin

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Re: "Real Time" no longer working
« Reply #2 on: November 25, 2013, 02:52:58 PM »
Indeed it is 4.3. I'll investigate further.

Could anything have changed on the iTween side of things? I don't know if you're including newer iTween libraries in PM (or if they even exist).

dasbin

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Re: "Real Time" no longer working
« Reply #3 on: November 25, 2013, 03:04:19 PM »
Seems like an iTween issue, actually. Not sure why it wasn't happening before, but I've narrowed it down.

If the object I'm moving doesn't have a RigidBody on it, it works fine.
But add a (kinematic) Rigidbody and it doesn't work when timescale == 0 and Real Time is on.

I suspect iTween is trying to move it in FixedUpdate if there is a Rigidbody, but FixedUpdate isn't getting called when timescale == 0.

Any possible fixes or workarounds?

jeanfabre

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Re: "Real Time" no longer working
« Reply #4 on: November 28, 2013, 04:09:43 AM »
Hi,

 Can you try hotween? I have created a set of custom actions, maybe this tween library will work better with pausing.

bye,

 Jean