[SOLVED]Unpause() set timeScale to 0
Posted: Tue May 19, 2020 1:56 pm
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
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