Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Question Timeline sync problem

Discussion in 'Timeline' started by acme3D, May 9, 2023.

  1. acme3D

    acme3D

    Joined:
    Feb 4, 2009
    Posts:
    201
    I'm running into a problem in using Unity's timeline for animations. My editor runs at 15, max 35 fps.
    When I create an animation from the timeline, let's say I define a cube appearing at 02 seconds.
    Then I compile the app for iOS, when on the device I can get a much higher frame rate (capped at 60fps by scripting), so the cube appear smuch earlier than 2 seconds when the app is compiled and runs on the device.
    The question is: how can the timeline be used to get a consistent behaviour between the editor and the app? It's pointless to have a time to define animations when these are later changed when the app is compiled for a device....
     
  2. tsukimi

    tsukimi

    Joined:
    Dec 10, 2014
    Posts:
    50
    Timeline does not depend on frames, but depend on real time (Time.deltaTime). So if a cube appears at 2 sec in editor, it should also appear at 2 sec in iPhone, no matter the framerate. (there may be small error, 2.001 sec or something like that)