Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Borkzor · Apr 24, 2017 at 02:41 AM · coroutinestime.deltatimetimer countdown

Timer in Coroutines not working

So here is my timer., i am running it in a coroutine

   //shoot some stuff over time
    //maxBulletDelay is a constant 0.01f
 
      thisBody.velocity = Vector3.zero;
     int numberOfBulletsFired = 0;
                     
                             
      for (int i = 0; i < numberOfBulletsToFire; i++) 
      { //TOP MOST IF STARTS HERE
     
           if (isPaused.Value) { //pausing trap, dont remove.
             while (isPaused.Value)
                  yield return null;
            }
      for (float timer = 0.0f; timer <  maxBulletDelay; timer +=  Time.deltaTime)                                  {
            yield return null;
      }
     
     
     IBullet thisBullet = enemyBulletPool.GetBulletToSimulate    (BULLET_TYPE.PBT_YELLOW, 0.0f);
      if (thisBullet != null) {
         //do firing of bullet...
     } 
                                     
     } //TOP MOST IF STARTS ENDS
     
     
     //..rest of coroutine stuff


I run it on my laptop, and the thing firing the bullets looks like this:
alt text

When i run it on my desktop, the bullet streams are shorter, which is telling me that there is some framerate dependency in this timer somewhere, even though it uses time.deltaTime. There was even an instance where on my desktop all the bullets came out in 10 consecutive frames

My question is, is this the best way to do a timer in a coroutine so its deterministic and frame rate independent? I tried this code off this forum post: https://forum.unity3d.com/threads/coroutines-and-lag-low-fps.336689/#post-2178723

 for (float timer = 0.0f; timer < maxBulletDelay; timer += Time.fixedDeltaTime) {
     yield return new WaitForFixedUpdate;
 }

and it seems to do the trick, but I am not sure what is going on. I figure it has to do with the time.fixedDeltaTime being updated more regularly, so the time resolution is more accurate, but could someone please explain the do/don'ts of timers in coroutines and where i am going wrong with this.

Thanks

laptop-image.png (19.3 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

100 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Farming game Time management 0 Answers

Somethings Wrong After Restarting Scene 1 Answer

Variable not resetting on keyup 1 Answer

animation script behaving differently after build and run on a different computer. 1 Answer

Does FIxedUpdate get called every 0.02 seconds? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges