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[SOLVED]Unpause() set timeScale to 0

Posted: Tue May 19, 2020 1:56 pm
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

Re: Unpause() set timeScale to 0

Posted: Tue May 19, 2020 5:34 pm
by Tony Li
Hi,

The Extras page has a patch for 2.2.6 that may address your issue.

Re: Unpause() set timeScale to 0

Posted: Wed May 20, 2020 1:31 am
by Lyl
Awesome! Thanks a lot.
And sorry for not checking the extra page before posting...

Have a nice day!

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

Posted: Wed May 20, 2020 8:39 am
by Tony Li
Glad to help!