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Question by Vuzok · Aug 30, 2016 at 03:54 PM · timetimertimescaletimer-scripttime.timescale

How do I stop 'timeSinceLevelLoad' without pausing entire game?

I have been using timeSinceLevelLoad to make a stopwatch score counter. When the game ends I want it to freeze the counter so that I can show the player their final score. When I use Time.timeScale = 0F; it pauses the timer but I need the rest of the game to continue instead of freezing entirely. How would I go about pausing the timeSinceLevelLoad without freezing everything else?

Thanks in advance!

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Answer by NoseKills · Aug 30, 2016 at 04:21 PM

I don't think you can. You have to use deltaTime and accumulate it only when the game is not paused or do something like this.

 float playedSec;
 float pausedSec;
 bool isPaused;
 
 void SetPaused(bool pause) {
    if (pause && !isPaused) {
       playedSec += Time.timeSinceLevelLoad - pausedSec - playedSec;
    } else if (!pause && isPaused) {
       pausedSec += Time.timeSinceLevelLoad - pausedSec - playedSec;
    }
    isPaused = pause;
 )
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avatar image Vuzok · Aug 30, 2016 at 05:30 PM 0
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Thanks @Nose$$anonymous$$ills for the help. You were right it can't be done. Found a simple solution which was to simply deactivate that script which leaves the time there as if paused.

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Answer by Cynikal · Aug 30, 2016 at 05:45 PM

Time.realtimeSinceStartup is not affected by time scale. This however does start from when your program was first loaded.

So...

What you could do is: Record the Time.realtimeSinceStartup at the start of each level load. Then split the difference to determine how much time was spent on the specific level.

 void Start()
 {
 LevelLoadedTime = Time.realtimeSinceStartup;
 }
 
 void Update()
 {
 TimeSpentOnLevel = LevelLoadedTime - Time.realtimeSinceStartup;
 }
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