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Can someone confirm this bug exists or suggest where to look for my mistake? Notice that the problem also happens if you try to set timeScale to 0 in Awake(). (which in this case would be the sensible place to put it.)
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While this is true, in subsequent calls to Update many frames later, deltaTime should be 0 and I still see it as a steady 0.02 indefinitely (until timeScale is changed again some time after frame count is >= 2). Let me know if you do run it and get similar results.
Mar 10 at 03:40 PM
DtBeloBrown
So if I understan it correctly, it works well after frame 2 (deltaTime == 0) but wrong before frame 2 (deltaTime == 0.02)? Apparently Unity's code does force Time.timeScale to 1 in first frame or so. As I've used timeScale == 0 without problems I would suspect it only occurs on first frames after startup, a cheap hack around would be having an startup scene, that waits 2 frames and then loads the real stuff.
Mar 11 at 03:40 AM
Jaap Kreijkamp
That is correct. I just ended up waiting for the two frames and starting my scene with no sounds to prevent any audio noises in those first frames.
Mar 26 at 03:10 PM
DtBeloBrown
If it is correct, mark your question as answered (by this answer).
Jan 05 at 02:16 AM
Socapex_2K
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I've seen this bug too (Unity 2.6.1f3): if I set Thanks for confirming that.
Jun 14 at 11:42 PM
DtBeloBrown
This is still the case in Unity 3.5.1
1 day ago
starkos
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I've bumped into this too... setting Time.timeScale=0.0f in an Awake in the first scene won't change the deltaTime (always 0.02f). this is really annoying...
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Here's a way to work around it:
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