Make Unity timestamps realtime critical. (2)
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@@ -54,7 +54,7 @@ namespace Cryville.Common.Unity.Input {
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handler = h;
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}
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void Update() {
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double time = Time.timeAsDouble;
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double time = Time.realtimeSinceStartupAsDouble;
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for (int i = 0; i < unity::Input.touchCount; i++) {
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var t = unity::Input.GetTouch(i);
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Vector2 pos = UnityCameraUtils.ScreenToWorldPoint(t.position);
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