I want more precision in my delays, and WaitForSeconds just clumps all the delays into activating at the same time if there is a low enough frame rate. Is there anything that I can do to prevent this? Also, it obviously can’t freeze everything else.
Is there an equivalent for WaitForSeconds that isn't tied to frame rate?,Is there an equivalent for WaitForSeconds that isn't tied to framerate?
You can use multithreading, create a new thread and “Sleep” it for X seconds, you can find a lot of information about unity threads and thread.sleep() in google. But you cant access unity api (for example change color of an sprite) from threads