CanvasGroupFader should wait for end of frame before starting a fade. This is so that only the last call to fade that frame is honoured.
[VesselSimulator.git] / ProjectSettings / TimeManager.asset
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%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!5 &1
TimeManager:
  m_ObjectHideFlags: 0
  Fixed Timestep: .0199999996
  Maximum Allowed Timestep: .333333343
  m_TimeScale: 1