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Question by qJake · Jun 19, 2010 at 10:15 AM · animationlerptimescale

Time-independent lerping of Time.timeScale

I have a predicament. I want to "animate" Time.timeScale, but I want it to be framerate-independent. In my particular instance, I want it to count from 0 to 1, or 1 to 0, over a set amount of time. I obviously can't use Time.deltaTime or anything like that, since those are dependent on the time scale. And I can't just subtract it, because then it becomes non-framerate-independent, so it's either really slow in the editor, or really fast in builds.

So... how can I create an effective "Time Scale Lerp" that is framerate-independent?

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Answer by Mike 3 · Jun 19, 2010 at 10:50 AM

You could grab your own delta time storing Time.realTimeSinceStartup and use that, should work well enough

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avatar image qJake · Jun 19, 2010 at 11:14 AM 0
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Sounds messy, but doable. Let's see if anyone comes up with a cleaner solution. ;)

avatar image Mike 3 · Jun 19, 2010 at 11:48 AM 0
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Wouldn't be too messy if you encapsulated it in a coroutine, and lerped there

avatar image dhendrix · Jun 19, 2010 at 01:44 PM 0
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Came in to post exactly this. Its what I would do. +1

avatar image qJake · Jun 20, 2010 at 06:47 PM 0
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Turns out this works, and yeah, it might be better encapsulated as an individual class.

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