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Fixed in 5.0

Votes

3

Found in

3.5.0b4

Issue ID

433918

Regression

No

Break Backwards Compatibility: Time.realtimeSinceStartup seems to be wrong in Awake and

Deployment Management

-

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)

  1. 2562380765ef5dec6a7a3d7c4071d677?d=mm

    standardcombo

    Jun 04, 2015 22:08

    We still see this in 4.6.5

  2. 6c55732a018c12019d1b3dd83ac607f4?d=mm

    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

  3. 64947f81c796f4e9c0da23908f0dfdf3?d=mm

    capyvara

    Jun 29, 2014 01:18

    Not yet resolved in 4.5.1

  4. Abf7b4a0795169d2a4f65d0f9529adbc?d=mm

    Izitmee

    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.

  5. F9bda0944aaa2bed7a8604053e72793d?d=mm

    Wild-Factor

    Apr 28, 2014 17:53

    Apparently Not fixed in Unity 4.3.4

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