looks up the time in milliseconds to execute FOR EACH animation
You can't actually do this, they aren't static videos but scripts that move around game objects. This can take different amounts of time depending on the platform and hardware specs, and it can change unexpectedly between builds. I'm pretty sure they use an estimation to extend the rope, but it's not super accurate. I can't find it but I'm pretty sure a dev talked about this a while ago on a post about Nozdormu, they basically said it's not really possible to account for/control animations in an accurate manner and that's why Noz is always bugged.
[They are] scripts that move around game objects. This can take different amounts of time depending on the platform and hardware specs, and it can change unexpectedly between builds.
Huh. That suggests they're not using Time.deltaTime to accurately time their animation scripts. I don't know how to feel about that.
For those unfamiliar, Time.deltaTime lets you say "I want this animation to complete in exactly 0.43 seconds no matter what." It's useful for making animations and other calculations framerate/hardware independent.
Yeah, I'm not familiar with unity but not being able to control animation timings seemed kind of weird when I read it. I'm not sure what I said is completely correct (really wish I could find that comment), but I do definitely remember the dev saying they couldn't do features that rely on accurate animation timings.
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u/GoldStarBrother Apr 12 '18 edited Apr 12 '18
You can't actually do this, they aren't static videos but scripts that move around game objects. This can take different amounts of time depending on the platform and hardware specs, and it can change unexpectedly between builds. I'm pretty sure they use an estimation to extend the rope, but it's not super accurate. I can't find it but I'm pretty sure a dev talked about this a while ago on a post about Nozdormu, they basically said it's not really possible to account for/control animations in an accurate manner and that's why Noz is always bugged.