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Can the controller be independent of Time.timeScale?

Discussion in 'Daydream' started by wojwen, Aug 14, 2017.

  1. wojwen

    wojwen

    Guest

    I adress it directly to Unity devs: In the newest Google Vr SDK update (1.70) the controller and laser pointer work differently. This created problems in my game with visuals and UI interactions.
    Specifically when player pauses the game Time.timeScale is set to 0. This causes the controller's tooltips not to appear/disappear and it glitches when held close to the face. Also if the controller wasn't previously active in the scene, and is set to active when Time.timeScale is 0, it will be almost entirely transparent.
    There are problems with Laser pointer as well. The new(correct me if I'm wrong) lerping mechanic causes it to not interact wit UI in the situations I described previously. I manadged to fix this by setting Lerp Treshold to 0, but I would like to use that feature.
    Can we get this changed so it's not dependent on Time.timeScale? If not what workaround should I use?