Question by
unity2 · Feb 07, 2016 at 12:37 AM ·
fpscoroutinesfixedupdate
Problems while implementing Replay
Just changing WaitForSeconds(delay) in coroutines to
While(delay > 0)
{
yield return new WaitForFixedUpdate();
delay -= Time.FixedDeltaTime;
}
makes my game stuck to very low fps.
Unity profiler showing getting too much time in coroutines. What I need is to make my game fps independent so that I can implement Replay system, but got stuck in this situation.
Please help!!
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