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Question by CallMeFriend · Oct 23, 2014 at 06:16 PM · javascripttimescale

TimeScale = 0 dosent work with this scirpt.

Hello everyone I am kinda newibe on unity (and my english is not the best for a heads up).

Any way i use this script: #pragma strict

 var newSprites : Sprite[];
 
 var index : int;
 
 var animationSpeed : float = 0.05;
 
 //var timeScaling : float = 1;
 
 var lastTime : float;
 
 
 function Update()
 
 {
 
     //Time.timeScale = timeScaling;
 
     changeSprite();
 
 }
 
 
 
 function changeSprite()
 
 {
 
     GetComponent(SpriteRenderer).sprite = newSprites[index];
 
     if(Time.realtimeSinceStartup > lastTime + animationSpeed)
 
     {
 
         index++;
 
         index = index % newSprites.Length;
 
         lastTime = Time.realtimeSinceStartup;
 
     }
 
 }
 

i use this script to run my sprites animation. and in the game when you prees on the pause button the timescale = 0 and everything stops beside the sprites animaions.. any idea how do i fix it? Thanks!

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Answer by Kiwasi · Oct 23, 2014 at 06:20 PM

You don't want to use realTimeSinceStartup. This is for timescale independent stuff. Instead use Time.time

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avatar image CallMeFriend · Oct 23, 2014 at 06:49 PM 0
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Thanks for the quick replay and fix! works great now.

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