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
[SOLVED]Unpause() set timeScale to 0
[SOLVED]Unpause() set timeScale to 0
Last edited by Lyl on Wed May 20, 2020 1:32 am, edited 1 time in total.
Re: Unpause() set timeScale to 0
Awesome! Thanks a lot.
And sorry for not checking the extra page before posting...
Have a nice day!
And sorry for not checking the extra page before posting...
Have a nice day!
Re: [SOLVED]Unpause() set timeScale to 0
Glad to help!