I’ve been using Time.deltaTime in order to keep the amount of time since the level started, and it appears that for some players it doesn’t stay synced to the music in the background (it’s a rhythm game so it needs to be synced). It seems that the music plays at normal speed, and the elapsed time value ends up lagging behind.
double gameTime = 0;
void Update()
{
gameTime += Time.deltaTime;
}
That is basically all I’m doing to keep track of time. Like I said, most players don’t have a problem. I think this might be isolated to an AMD issue, and even keeping track of time by using Time.realTimeSinceStartup has the same issue.
Anyone have any ideas on how to fix this?