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Real-time animations (SetUpdate(UpdateType updateType, bool isIndependentUpdate) with isIndependentUpdate=true) take more time than they should, with slowdown dependent on the framerate (higher framerate - longer animations).
Cause
The cause of the issue is that Time.realtimeSinceStartup is accessed twice in DG.Tweening.Core.DOTweenComponent.Update() (lines 72 and 77). But its value changes between the reads, so the time to process animations is not accounted for.
Description
Real-time animations (
SetUpdate(UpdateType updateType, bool isIndependentUpdate)
withisIndependentUpdate=true
) take more time than they should, with slowdown dependent on the framerate (higher framerate - longer animations).Cause
The cause of the issue is that
Time.realtimeSinceStartup
is accessed twice inDG.Tweening.Core.DOTweenComponent.Update()
(lines 72 and 77). But its value changes between the reads, so the time to process animations is not accounted for.The relevant part of the
Update()
method:dotween/_DOTween.Assembly/DOTween/Core/DOTweenComponent.cs
Lines 72 to 77 in 5f20f92
From the Unity docs on
Time.realtimeSinceStartup
:Solution
Read
Time.realtimeSinceStartup
once at the start of the method.The text was updated successfully, but these errors were encountered: