Replies: 6 comments 8 replies
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Can you please elaborate on why you need to update all tweens in your project from FixedUpdate()? |
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You may want to run game logic in fixed step for more deterministic results, and potentially performance reasons. |
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That is an option. But I don't know that Unity makes any guarantees about returning the exact same deltaTime each frame. And regardless of how or what you're doing, if you can't reach the target fixed update rate, then the game is just running badly and everything is going to be "jagged", so I don't really see that as an argument against this. To be fair, I do understand that mostly tweens will probably be used for "cosmetic" things and arguably should be run every frame for the smoothest results regardless of where you run your game logic. |
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The whole point of
At first glance, it looks like there is no harm, but there is. Adding such a setting will encourage users to "fix" something that's not broken. The recommended way to do time-dependent things in Unity is to use Time.deltaTime. The |
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@cmann1 Hello again 🙂 It took me longer than I expected, and I had to introduce an API breaking change by changing the And I also added the |
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Awesome, thanks! |
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I'd prefer to be able to set this once for the project instead of having to specify it for every tween.
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