hi guys.
I’m using the TimeMachine track from this blog post: Unity Blog
I have a loop set up and a marker set in the future, outside of the loop. There is a condition in the loop which will make the time jump to that future time, however I have a few signal emitters also outside of the loop, in the future, but before the marker. The expected behaviour is that those signals are not emitted, but instead I see that they are being emitted when the condition is satisfied.
Is there any way to get around this?
Thanks
Do they have the retroactive flag set? Unchecking that might fix it.
Hmmm…ok, I’m not really sure if there is a simple workaround for that. I guess it’s technically correct behaviour because the time jump is crossing the boundary of those signals.
Stopping the timeline, setting the time and playing it again might do the trick, but that’s an expensive operation. I wish I had a better answer for you - this seems to be a completely valid use case we overlooked. I’d suggest filing a bug with a repro project and we could investigate, but obviously that doesn’t solve your immediate problem.
You might need to do something like disable the signal receiver in that case.