[SOLVED]Unpause() set timeScale to 0

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Lyl
Posts: 9
Joined: Tue Mar 10, 2020 5:34 am

[SOLVED]Unpause() set timeScale to 0

Post by Lyl »

Hello Tony,

For the context, I was trying to set the idle barks on "standby" during a cutscene (which doesn't contain any dialogue) using the Pause and Unpause functions, when I realized all my animations froze as soon as Unpause() was called.
The culprit seems to be the timeScale, set to 0 when I Unpause. I tried to call Unpause() without calling Pause() first, and the result was the same(tried both on my work project and a clean empty one).
Is this expected, and I'm missing the whole point?

Using Unity 2019.3.12f1, Dialogue System 2.2.6
Last edited by Lyl on Wed May 20, 2020 1:32 am, edited 1 time in total.
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Unpause() set timeScale to 0

Post by Tony Li »

Hi,

The Extras page has a patch for 2.2.6 that may address your issue.
Lyl
Posts: 9
Joined: Tue Mar 10, 2020 5:34 am

Re: Unpause() set timeScale to 0

Post by Lyl »

Awesome! Thanks a lot.
And sorry for not checking the extra page before posting...

Have a nice day!
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: [SOLVED]Unpause() set timeScale to 0

Post by Tony Li »

Glad to help!
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