The cutscene is updated using deltaTime * the cutscene playbackSpeed. You can check this piece of code in Cutscene.cs and the method name “Internal_UpdateCutscene()”. The realtimeSinceStartup you saw in CutsceneEditor, is only used for the editor and not in game. 🙂
Using deltaTime really is the correct way of updating time based processes, since Time.time does not take into account the actual frame rate. As such, if there is a heavy load, using deltaTime you will still get to see what happens (even if choppy) and also all other time based processes will stay in sync with one another (since once again using deltaTime is the standard for such processes) 🙂
Thanks.
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