0
Fixed

Objects are not affected by global clock if added AFTER TimeKeeper

Michael Emond 3 years ago updated by Lazlo Bonin (Lead Developer) 3 years ago 3

When I add a Timeekeeper with a global clock to the scene, the global clock will only affect objects with timelines that were already in the scene. Other objects will only be affected by their local clock.

So for exemple (mulitplicative):
One object with Local Speed 0.5 added BEFORE the TimeKeeper
One object with Local Speed 0.5 added AFTER the TimeKeeper
Timerkeeper set to 0.5
Object #1 Computed Time = 0.25
Object #2 Computed Timer = 0.5
Global clock also sometimes stops working on objects when I close and reopen unity, even if they were working perfectly before.
Chronos Version:
2.4.6
Unity Version:
5.5.1f1
Pending Review

I'm not sure I understand the exact steps to reproduce here. Which objects point to which global clocks?

Note that timelines set to "Local" mode don't follow any global clock. If you set the mode to "Global", you need to assign which global clock it should refer to afterwards.

Pending Review

Potentially fixed in v.2.4.7. Please update when the asset store team is done with the review and let me know if the bug persists.

Fixed

I'm marking this issue as fixed since you did not provide any update. Feel free to re-open it if the issue persists.