For anyone coming across this post, there’s now a built-in set_ignore_time_scale method :]
Godot Version
4.3 dev5
Question
Does anyone know if it’s possible to make Tweens use real time instead of time_scale? My game has a lot of time_scale changes and when the time is slowed down, the tweened animation is slowed down with it, which I don’t need.
I can set the tween.set_speed_scale to 1 / Engine.time_scale, but this won’t work if the time_scale changes mid animation.
For example, in this video the animation for stamina and boss showing up is very inconsistent, what can I do here?
it’s possible to not use signal, by using setter
so this variable that got changed that determines the Engine.time_scale have the custom set method like:
var the_tween:Tween
var current_time_scale:float=1.0:set=set_current_time_scale
func set_current_time_scale(new_value:float):
current_time_scale=new_value
readjust_time_scale(new_value)
func readjust_time_scale(_value):
the_tween.set_speed_scale( 1.0 /_value)