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Question Timeline sync problem

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

  1. acme3D

    acme3D

    Joined:
    Feb 4, 2009
    Posts:
    203
    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:
    80
    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)