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Question by darthbator · Apr 14, 2013 at 09:11 AM · rotationquaterniontimedeltatime

How to make frame rate independent rotations?

So recently I've been implementing a pause function into my game and I've noticed that basically the only framerate independent function of my game is the rotation of my characters. This is how I am rotating my characters.

 public void rotateMe (Vector3 lookDir, string playerName) {
     Quaternion lookRot;
     switch (playerName) {
     case "P1":
         lookDir.z *= -1;
         lookRot = Quaternion.LookRotation(lookDir);
         transform.rotation = lookRot;
         break;
     case "P2":
         lookDir.x *= -1;
         lookRot = Quaternion.LookRotation(lookDir);
         transform.rotation = lookRot;
         break;
     }
 }

So when I pause my game by setting the time scale this particular value doesn't pause. So the characters are still rotating around. Is there an easy way to express TIme.deltaTime to a quat? That seems to be giving me errors. Any help is most apprecaited.

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avatar image Fattie · Apr 14, 2013 at 10:39 AM 0
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huh? how do you call that routine? in Update or what? Do you know about FixedUpdate() ?

avatar image darthbator · Apr 14, 2013 at 07:23 PM 0
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Yes I do. This particular component is called from a parent object container. It rotates the child object.

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Answer by robertbu · Apr 14, 2013 at 02:44 PM

The easiest solution is to just check the time scale and return if you are paused. Add this to the top of the routine:

 if (Time.timeScale < 0.01f) return;
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