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Large delta after pause/resume (iOS) #6093
Comments
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Yep, it looks like a similar fix to the Android one can be applied to iOS backend. In the meantime as a workaround you can clamp the delta (for instance to 1/30f) which in most games it's a good practice protect against lag spikes (Scene2D for instance has this behaviour by default). |
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Great, thank you. |
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good first issue! |
Similar to #1196
Issue details
If a game is paused for a long time, after resuming, Gdx.graphics.getDeltaTime() will give the delta of the entire pause duration. This causes freeze/stutter on resume as the game tries to process possibly hours worth of delta. This was fixed for the android version but not for iOS which makes it inconsistent across backends.
Version of LibGDX and/or relevant dependencies
Please provide the version(s) affected.
1.9.10
Please select the affected platforms