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Question by adamonline45 · Dec 10, 2015 at 11:00 PM · timescalereplayfastforward

Replay engine: Run my game as fast as possible. Use timeScale?

I am creating a replay engine, and the approach I've decided on for seeking is to replay everything up to that point as quickly as possible.

Everything is time based, so I'd like to use Time.timeScale.

My questions are:

  1. Assume item A would normally arrive in 10 frames and Item B would normally arrive in 20 frames. If I make time scale high enough that both would finish in one frame, would that be problematic for the state being synchronized with the real-time playback, upon arrival at the seeked-to time? (assume positions are clamped upon arrival).

  2. Is there a limit to speeding up timeScale? (I aim to test this soon, but would like to corroborate any successes/failures if anyone has input). Any caveats?

  3. Is there a better Unity mechanism to leverage, maybe Time.captureFramerate or something obscure?

I'll eventually find some of this stuff out myself, as I'm currently experimenting with it, but would love to hear from others who have thought about this! Thanks :)

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avatar image Jessespike · Dec 10, 2015 at 11:21 PM 0
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I'm not a fan of using timeScale except while testing. timeScale is limited to 100x and I've had problems when setting it to 0. But you can easily create your own timescale though. I don't know how to reply to your other concerns, they seem to be specific for your engine.

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