QLNEO Posted October 10, 2018 Share Posted October 10, 2018 According to the docs, Quote Timers are based on real life time, adjusted for game pause durations. That is, timer events are based on elapsed game time and do not take physics time or slow motion into account. However, I'm using a countdown-based event, where I'd normally use a Timer, that needs to be applying physics time. How should I approach this? Link to comment Share on other sites More sharing options...
QLNEO Posted October 10, 2018 Author Share Posted October 10, 2018 It appears using a tween (applied to nothing) and its onComplete signal does the trick. I had to manually set game.tween.frameBased = true, however. Link to comment Share on other sites More sharing options...
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