So I am using Delta Seconds for several game mechanics; and when I put the editor in the background, I noticed that the delta seconds jump to a large number because the editor gets lowered in the processors priority. This causes my formulas to jump out of bounds, causing floating point precision errors for some clamped numbers. The longer I leave it the larger they multiply until eventually they will crash the editor if I don’t bring the editor back as the main thread.
I am assuming this is because the numbers are clamped; so as its trying to stay in bounds, because the seconds have become so large; it causes a rubber-banding effect as it is constantly jumping over the clamp value. Until eventually it gets so large that it crashes. I have not been able to reproduce the errors when playing in standalone game mode, but is this something I should be worried about? Is there anything I can do to detect when the game is in the background and apply a normalized delta second to keep everything in bounds? Until the game is back as the main thread?
Think Alt+Tab’ing
Heres a video showing what happens. Excuse my editing haha…