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Question by Catlinman · Nov 21, 2012 at 02:46 PM · coroutineyieldtime.timescale

yield WaitForRealSeconds

I am trying to make a unique waitForSeconds function that uses time.TimeSinceLevelLoad instead of time.Time. I am doing this because if time.timeScale is set to 0, the normal yield waitForSeconds coroutine never finishes.

For some reason though WaitForRealSeconds never ends and so the yield doesn't end.

     function Start(){
         Time.timeScale = 0;
         yield WaitForRealSeconds(1);
         Time.timeScale = 1;
     }
 
     function WaitForRealSeconds(time : float){
         var current = Time.timeSinceLevelLoad;
         
         while(Time.timeSinceLevelLoad - current < time){
             yield;
         }
     }
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avatar image IT_Criminal · Nov 21, 2012 at 03:04 PM 0
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have you tried timers/invokes or other things than yield to execute the Time.timeScale = 1; ?

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Answer by Kryptos · Nov 21, 2012 at 03:20 PM

Time.timeSinceLevelLoad may also be affected by Time.timeScale, though this behaviour is not documented (but makes sense). Try using Time.realtimeSinceStartup instead.

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avatar image Catlinman · Nov 21, 2012 at 05:18 PM 0
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Thanks man - have been looking for an answer for quite some time. Didn't know that Time.timeSinceLevelLoad was affected by time.Scale!

avatar image Kryptos · Nov 21, 2012 at 08:46 PM 0
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I did not know either. But it makes sense if you think at this value as a timer for a platform game for example. If the player pause the game, the timer should pause as well.

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