toddster900
Member
Hi All
I have recently started using Unity Pro and am currently coding a process sequence. I need to be able to pause the sequence for which I am using the "FREEZECHART" instruction. This works well.
The issue arises because am using the step time .t to provide the proceeding step transition, thus timing certain conditions required within that step. However, when the sequence is paused the step time continues to count.
To get past this I have tried adding my own timer to the step enabled by my "not paused" bit with a constant active input. The problem with this is that once the required time has been achieved or the sequence is aborted, that step in no longer active and I have now way of resetting the timer I added.
So I guess my questions are:
1. Is there any way to manipulate the .t step parameter?
2. If not how can I achieve the functionality of the pause of a timer whilst keeping that step transition decision within that step?
Thanks
I have recently started using Unity Pro and am currently coding a process sequence. I need to be able to pause the sequence for which I am using the "FREEZECHART" instruction. This works well.
The issue arises because am using the step time .t to provide the proceeding step transition, thus timing certain conditions required within that step. However, when the sequence is paused the step time continues to count.
To get past this I have tried adding my own timer to the step enabled by my "not paused" bit with a constant active input. The problem with this is that once the required time has been achieved or the sequence is aborted, that step in no longer active and I have now way of resetting the timer I added.
So I guess my questions are:
1. Is there any way to manipulate the .t step parameter?
2. If not how can I achieve the functionality of the pause of a timer whilst keeping that step transition decision within that step?
Thanks