Search Issue Tracker
Fixed in 5.0.X
Votes
3
Found in
3.5.0b4
Issue ID
433918
Regression
No
Break Backwards Compatibility: Time.realtimeSinceStartup seems to be wrong in Awake and
Time.realtimeSinceStartup seems to be wrong in Awake and OnEnable when called the first frame of the game.
FrameCount also appeared to be inconsistent, often reading 3 in Awake/OnEnable then 1 in Start/Update.
This can cause a lot of problems when initializing time in behaviours!
Comments (5)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] Audio sound is lower in the Player compared to the native music player
- Feet slide and misalign when playing retargeted animations
- IndexOutOfRangeException is thrown in NativePassCompiler when a graphics buffer is used in more than 5 render passes
- "Undo Stack Overflow" error is thrown, and Undo History is deleted when multiselected GameObjects are reparented to their GrandParents
- SearchColumn of type "ObjectReference" does not get refreshed for the custom SearchProvider when lighting generation finishes
standardcombo
Jun 04, 2015 22:08
We still see this in 4.6.5
Dantus
Nov 25, 2014 21:09
The first frame seems to have a different semantics than the remaining frames in general:
http://forum.unity3d.com/threads/yield-return-waitendofframe-will-wait-until-end-of-the-same-frame-or-the-next-frame.282213/#post-1862473
capyvara
Jun 29, 2014 01:18
Not yet resolved in 4.5.1
Demigiant
May 25, 2014 12:46
Pretty basic bug, which needs fixing since a long time. It would be ok if at least it could return 0 in the first frame, instead than a random number as it does now.
Wild-Factor
Apr 28, 2014 17:53
Apparently Not fixed in Unity 4.3.4