Godot: Shader's TIME is not being affected by global time scale

Created on 7 Jul 2016  ·  3Comments  ·  Source: godotengine/godot

Operating system or device - Godot version:
Linux / 2.0.3

Issue description
A shader's TIME variable is not being affected by OS.set_time_scale().
I don't know if this is by design, but I think when I set a global time scale, it should affect everything.

Steps to reproduce:
Make a shader that makes use of TIME and change time scale via OS.set_time_scale()

bug core

Most helpful comment

ah, it could be affected, just never thought of it

On Thu, Jul 7, 2016 at 7:45 AM, Timo Schwarzer [email protected]
wrote:

_Operating system or device - Godot version:_
Linux / 2.0.3

_Issue description_
A shader's TIME variable is not being affected by OS.set_time_scale().
I don't know if this is by design, but I think when I set a global time
scale, it should affect everything.

_Steps to reproduce:_
Make a shader that makes use of TIME and change time scale via
OS.set_time_scale()


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All 3 comments

ah, it could be affected, just never thought of it

On Thu, Jul 7, 2016 at 7:45 AM, Timo Schwarzer [email protected]
wrote:

_Operating system or device - Godot version:_
Linux / 2.0.3

_Issue description_
A shader's TIME variable is not being affected by OS.set_time_scale().
I don't know if this is by design, but I think when I set a global time
scale, it should affect everything.

_Steps to reproduce:_
Make a shader that makes use of TIME and change time scale via
OS.set_time_scale()


You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/5583, or mute the thread
https://github.com/notifications/unsubscribe/AF-Z26fpSxcERTdeaLEBIRs8EEaw2aibks5qTNjdgaJpZM4JG9RN
.

It would be great if that could be implemented.
It's useful when you have a shader that moves the texture on a sprite, and then do a slow motion effect by setting time scale < 1.

Could someone add this to 3.0 milestome? (as long as it's okay)

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