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Question by Lemo76 · Apr 05, 2015 at 11:40 AM · javascriptupdatetimeconstantyeild

Constant Yield Time

So I've currently got a game set up which calls a function via fixed update for a simple yield WaitForSeconds(1) for the reload time.

Now when I launch it on a very fast computer on the lowest settings, the reload time is much shorter than launching it on a slow computer on the max settings.

How do I go about having a constant reload time?

Thanks!

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avatar image KwahuNashoba · Apr 05, 2015 at 09:41 PM 0
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Did you wrote function in which you call yield WaitForSeconds(1); with IEnumerator in front of function name?

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Answer by aeroson · Apr 05, 2015 at 12:39 PM

You will most likely never get same results on those two edge-case scenarios.

The way i do reload is:

 float reloadDoneIn = 0;
 
 void StartReload() {
     reloadDoneIn = 1.0;
 }
 void Update() {
     if(reloadDoneIn>0) {
         reloadDoneIn-=Time.deltaTime;
         if(reloadDoneIn<=0) {
             ReloadDone();
         }
     }
 }

This gives me more control, might be cleaner and more reliable than yield WaitForSeconds. And it does exactly the same thing.

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avatar image Lemo76 · Apr 05, 2015 at 12:53 PM 0
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So will Time.deltaTime be a larger interval on a slower computer?

avatar image aeroson · Apr 05, 2015 at 12:58 PM 0
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Correct. "The time in seconds it took to complete the last frame (Read Only). Use this function to make your game frame rate independent."

avatar image Lemo76 · Apr 05, 2015 at 09:31 PM 0
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So what time setting (Update $$anonymous$$ode) should I set my animations to, to be able to keep up with the deltaTime?

avatar image aeroson · Apr 06, 2015 at 08:07 AM 0
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http://docs.unity3d.com/ScriptReference/AnimatorUpdate$$anonymous$$ode.html Whatever suits your needs, iam using normal mode most of the time.

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