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I understand you can't run the game while it's unfocused, and nearly every post I've found said to compare timestamps. I've figured out how to compare the timestamp, I just cant for the life of me figure out how to update the progress to what it should be. Can someone explain this to me?
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Based on the difference between the timestamps, you'll know how much time was spent minimized. You can then use timescale to accelerate the game at a certain rate until the game has caught up. The faster the rate/higher the timescale, the greater the risk of bugs!
oosyrag do you mind giving me an example on how I can accomplish this? I understand you can accelerate the game, but I'm not sure how to put this on paper.
So I haven't tried this myself so i'm not 100% sure, but here's my idea
If time < wallclocktime | Set timescale to 100
Else Set timescale to 1
Maybe add Runonce, but I don't think its strictly necessary
oosyrag it appears this creates the issue of it permantly being on timescale 100, as there's no possible way that pause date can be greater than the wallclock time.
Here you go. Also the article on dt and timescale - https://www.scirra.com/tutorials/67/del ... dependence
https://www.dropbox.com/s/0jy4gm5xlxfln ... .capx?dl=0