Here is my code when the game is paused: Code (csharp): Time.timeScale = 0f; Hashtable ht = new Hashtable(); ht.Add("volume", 0.2f); ht.Add("time", 0.5f); ht.Add("ignoretimescale", true); // down the audio iTween.AudioTo(Camera.main.gameObject, ht); But the volume does not adjust... is this a bug? Whats a quick fix? Thanks!
Same may problem, I've found a tip solution for that Here solution https://github.com/machiryo/itween/issues/127 Using Patch file for it at: https://storage.googleapis.com/goog...mment-6/iTween.cs.delay-ignoreTimeScale.patch IEnumerator TweenDelay(){ delayStarted = Time.time; - yield return new WaitForSeconds (delay); + if (useRealTime) { // wait frame-at-a-time for real time to pass (N.b. not yet integrated with Pause()) + float delayStartedRealTime = Time.realtimeSinceStartup; + float resumeTimeRealTime = delayStartedRealTime + delay; + while (Time.realtimeSinceStartup < resumeTimeRealTime) { + yield return null; + } + lastRealTime = Time.realtimeSinceStartup; // compensate for delay for real-timers + } else { + yield return new WaitForSeconds (delay); + } if(wasPaused){ wasPaused=false; TweenStart();