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Bug / Crash  Obi7Beta | Fluid can not work with paused game and UI
#3
(06-05-2024, 06:25 PM)josemendez Wrote: Hi!

I'm unable to reproduce this: setting Time.timeScale = epsilon (or zero) pauses the simulation, but allows all other systems to continue working (as long as they're not dependent on timescale of course!) This includes UI, just tested it with some uGUI buttons/toggles.


There already exists such a feature: set the solver's MaxStepsPerFrame to zero. No physics steps will be performed, but rendering will still take place.

kind regards,

No do not test with uGUI, my problem is with the UI Document (new UI system) .
I've attached a package with a test script, a UI document, a prefab named "Test UI Doc".

To reproduce this issue, you can drag this prefab into the ComputeFluid scene, after the game started 3s, the game will be paused with timescale = epsilon. If you click the Button in that UI doc, the game can be unpaused and timescale is again set to 1. That is the case where there is no bug.

The bug case: game is paused, you click the Button, but nothing happens. The consume click event is somehow blocked.
Link https://drive.google.com/file/d/1IKt6BPF...sp=sharing

Edit! This bug happened because there is an existing event system in the scene. If I delete it, then everything is fine.
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Messages In This Thread
RE: Obi7Beta | Fluid can not work with paused game and UI - by spikebor - 06-05-2024, 06:42 PM