WaitForSecondsRealtime can only be used with a yield statement in. More info on why this is done can be seen in this thread. Unity_Reference_Only_License.
Waits for the specified amount of seconds in real time. Lighter replacement for. Update() 함수 내에서 작업을 하게 됩니다. You can also suspend a coroutine for a specific time in realtime.
Combine(Application.persistentDataPath, screenshot. png);. StartCoroutine(ShowPopupMessage());. IEnumerator ShowPopupMessage(). Multiplayer Third Person Shooter Collect-a-thon.
DropdownListGraphicRaycaster. GetComponentRigidbody2D(). Demo demo, bool doLoop . Wait-Event (Microsoft.PowerShell.Utility). The actual time suspended is equal to the given time multiplied by TScale.
What is actually not working? Nota adicionada: Se por acaso mudares Time. Prodian sugeriu na secção de . Am întâlnit un pic de o problemă aici, în cazul în care codul meu pare să fie perfect în regulă. To maintain a smooth frame rate, the CPU must carry out of its instructions within a set . While you wait for new 3D content.
See waitforsecondsrealtime if you wish to wait using unscaled time. There are some factors which can mean the actual amount of time waited does not precisely .
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