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Timecale=0 stops joystick. can it not?
So I am trying to make a pause for the game I used timescale 0 in playmaker. It pauses some stuff and not others (the power-ups keep randomly popping up like normal). My vehicles (tanks) freeze. So all is OK.
The issue is that the UDLR on the joysticks stop working. The buttons do work. So on the popup menu I only can use the buttons (ABXY) for options. I'd like to be able to use controller-1 UDLR for stuff. So my question is with timescale set to 0, is there a way to activate the UDLR on a controller?
I did try buying a time plugin but is sucked. It did the same thing playmaker did and was buggy. Also, I don't think it fixed the issue anyways.
I set the timescale to .001 and that works. Really slow but leave the joystick axis open to mess with.
Answer by JChiu · Feb 02, 2015 at 09:27 AM
Time.timescale only affects objects that got something like time.deltaTime (which mostly acompany to stuff like transform.position += or RigidBody.AddForce()) in their script.
but setting time scale to 0 turns off the joystick axis. I;m not sure what this means "Time.timescale only affects objects that got something like time.deltaTime (which mostly acompany to stuff like transform.position += or RigidBody.AddForce()) in their script. "
I assumed you checked the Unity Scripting API, so that I don't have to everything to you? If you haven't then I would just said that time.deltatime is the time that took to complete the last frame then multiply by the time scale value.
And by that you are using P$$anonymous$$, so I would also assumed you that you haven't fully code how the joystick should behave. So I would think it probably set up as something like this:
Void JoystickCont() { get joystick moved axis = the direction that player pushed the joystick the pressure that you push it (should be some number value) time.deltatime. //So when you set the time scale to 0, then it would be something like this. get joysetick moved axis = Vector2.directionyoupushed 0.6f 0; //which returns 0 (in a more mathametical answer would be someting like [0,0] as a result), becasue it is a 0, the game would think that you haven't move your joystick at all.
}
So my suggestion to you is that you should stop using visual scripting and start learning traditional scripting, becasue if my assumption about how the joystick work in default, then you would have to make all sort of conditions like when the game is paused or not, which could make visual scripting a total mess.
Playmaker is the future of program$$anonymous$$g. No more fortran on punch cards. you can embrace it or get left behind.
But thank you for your attempt at an answer. I do know C# and javascript and your answer doesn't help. Thanks anyway.
$$anonymous$$y god, not helping? You are oblivious. BTW, your statements shows that you have not done your research at all and that is simply your opinion; if you have done some research, you would know that Playmaker doesn't makes complex functions much easier.