Here is my code when the game is paused:
Time.timeScale = 0f;
Hashtable ht = new Hashtable();
ht.Add("volume", 0.2f);
ht.Add("time", 0.5f);
ht.Add("ignoretimescale", true);
// down the audio
iTween.AudioTo(Camera.main.gameObject, ht);
But the volume does not adjust… is this a bug? Whats a quick fix? Thanks!
Same may problem, I’ve found a tip solution for that
Here solution https://github.com/machiryo/itween/issues/127
Using Patch file for it at: https://storage.googleapis.com/google-code-attachments/itween/issue-72/comment-6/iTween.cs.delay-ignoreTimeScale.patch
IEnumerator TweenDelay(){
delayStarted = Time.time;
- yield return new WaitForSeconds (delay);
- if (useRealTime) { // wait frame-at-a-time for real time to pass (N.b. not yet integrated with Pause())
- float delayStartedRealTime = Time.realtimeSinceStartup;
- float resumeTimeRealTime = delayStartedRealTime + delay;
- while (Time.realtimeSinceStartup < resumeTimeRealTime) {
- yield return null;
- }
- lastRealTime = Time.realtimeSinceStartup; // compensate for delay for real-timers
- } else {
- yield return new WaitForSeconds (delay);
- }
if(wasPaused){
wasPaused=false;
TweenStart();