Hi,
In my physics-based hybrid pinball/basketball game, I implemented “myTimeScale” – a global that I used to define the game speed by setting the project’s time scale to it. I then multiplied various timers in the game by it to compensate. To pause, I set the project’s time scale to zero, then explicitly set the time scale of various objects that I needed to be active during pause (such as UI buttons) to 1.0.
I then decided to simplify things by switching things around. I realised that out of many objects in the game, I only needed to change the timescale of the ball and flippers, so created a family for these and set its time to “myTimeScale”. I then scrapped compensating the timers and setting various objects’ time scales to 1.0 on pause.
This works perfectly except that when I build for iOS using Xcode, there’s noticeable jitter of the ball when it causes the screen to scroll upwards (I have an invisible sprite attached several pixels below the ball with the follow behaviour).
When I run the game using remote preview, the jittering doesn’t occur. This is happening on a gen 10 iPad.
Can anyone think of a reason why this might be happening?
If not, it looks like I’ll have to revert to the original method.
Thanks!