Unity Time.Scale

原文

总结如下:

1.timeScale不影响Update和LateUpdate,会影响FixedUpdate

2.timeScale不影响Time.realtimeSinceStartup,会影响Time.timeSinceLevelLoad和Time.time

3.timeScale不影响Time.fixedDeltaTime和Time.unscaleDeltaTime,会影响Time.deltaTime

测试代码如下:

using UnityEngine;
using System.Collections;
 
public class TestTimeScale : MonoBehaviour {
 
	// Update is called once per frame
	void Update () 
    {
        if (Input.GetKeyDown(KeyCode.Q)) Time.timeScale = 0;
        if (Time.timeScale == 0)
        {
            print("Update");
 
            print("Time.time:" + Time.time);
            print("Time.timeSinceLevelLoad:" + Time.timeSinceLevelLoad);
            print("Time.realtimeSinceStartup:" + Time.realtimeSinceStartup);
 
            print("Time.deltaTime:" + Time.deltaTime);
            print("Time.fixedDeltaTime:" + Time.fixedDeltaTime);
            print("Time.unscaledDeltaTime:" + Time.unscaledDeltaTime);
        }
        //print("Time.timeSinceLevelLoad:" + Time.timeSinceLevelLoad);
	}
 
    void LateUpdate()
    {
        if (Time.timeScale == 0) print("LateUpdate");
    }
 
    void FixedUpdate()
    {
        if (Time.timeScale == 0) print("FixedUpdate");
    }
}

分别对部分代码进行注释,测试结果如下:

当timeScale等于0时:

1.Update和LateUpdate可以执行,FixedUpdate不可以执行

2.Time.realtimeSinceStartup依然在增加,Time.timeSinceLevelLoad和Time.time均不变

3.Time.fixedDeltaTime不变,Time.deltaTime变为0,Time.unscaleDeltaTime就像游戏正常速度运行下的Time.deltaTime

再次总结:

        当想代码受timeScale控制时(如暂停、加速),可以把代码放在FixedUpdate中,又或者跟Time.time或Time.deltaTime扯上关系;否则,可以用Time.realtimeSinceStartup(类似正常状态下的Time.time)和Time.unscaleDeltaTime(类似正常状态下的Time.deltaTime)

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转载自blog.csdn.net/iov3Rain/article/details/81392778
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