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Question by mkturkeri · May 21, 2016 at 12:14 PM · waitforsecondsframeratecoroutines

Coroutine Error when Capturing 360 Video

I'm shooting a 360 VR video from a game scene. In the end it will be a music video. So, the timing is very important for me and I used both Update and coroutines consist of WaitForSeconds. I knew that both are dependant on Unity Time.

I set a number of coroutines in Update part of my script which will run if the time from start is greater than the exact time that a coroutine should start.

I used Time.captureFramerate as 25.

When I started to record the video (or just hit the play button in editor) the coroutines tend to work very very slow as if the timescale is 1, but the deltatime now dropped to 0.04 as the framerate is 25.

In addition to that, normally if I comment out the Time.captureFramerate part of my code, I get a fluctuating framerate which is between 140-180 fps.

How can I manage the timing of my coroutines properly? Or what method should I use for timings in 25 fps?

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