My game increases the in-game time by 0.0625
minutes every 0.125
seconds.
This is how it appears in game:
Does anyone know how to stop it looking choppy?
Thanks in advance.
My game increases the in-game time by 0.0625
minutes every 0.125
seconds.
This is how it appears in game:
Does anyone know how to stop it looking choppy?
Thanks in advance.
Smooth dynamic change of lighting is impossible at the moment. I have tested it and the results are choppy shadows. Therefore, I advice chunky change in lighting instead of smooth transitions.
Doing that still ends up with a choppy change, just infrequently. I’m not sure how I’m meant to smooth this.
As aforementioned, you can’t have it smooth. I believe I found some previous post in the ShadowMap announcements. The choppiness was first experienced when I was testing it using my day/night cycle script.
Try a fast loop that changes the TimeOfDay
subtly and fast.
Can’t you just tween the ClockTime?
local Lighting = game:GetService"Lighting"
local TweenService = game:GetService"TweenService"
TweenService:Create(Lighting,TweenInfo.new(24--[[adjust the time]],Enum.EasingStyle.Linear,Enum.EasingDirection.Out,math.huge,true,0),{
ClockTime = 24
})
If you do want to use a loop,
local Lighting = game:GetService"Lighting"
local RunService = game:GetService"RunService"
while true do
Lighting.ClockTime = Lighting.ClockTime + RunService.Heartbeat:Wait()/25
end
Doesn’t work as well with ShadowMap, there will be choppiness in shadows.
Yes, this is an alternative.
Maybe try doing something like this:
Unsure on how you would do that.
If you’re still in need of a way to do this, I made a decent way of doing this.
while true do
wait(10) -- Or whatever time, I used this for testing purposes.
for i = 1,100 do
local Time = game.Lighting
Time.ClockTime = Time.ClockTime + .01
wait(.01)
end
end
My solution was to just use TweenService and tween ClockTime. Works amazingly smooth.