app.hypergames.hypersdk 1.11.0-beta.30 → 1.11.0-beta.31
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package/CHANGELOG.md
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@@ -1,3 +1,10 @@
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# [1.11.0-beta.31](https://github.com/mvmhyper/hyper-sdk/compare/v1.11.0-beta.30...v1.11.0-beta.31) (2026-09-09)
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### Bug Fixes
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* prevent gameplay timers jumping after pause ([d9d9de4](https://github.com/mvmhyper/hyper-sdk/commit/d9d9de4b7c71a0493b379bfb3f8e7712785c1401))
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# [1.11.0-beta.30](https://github.com/mvmhyper/hyper-sdk/compare/v1.11.0-beta.29...v1.11.0-beta.30) (2026-09-08)
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@@ -106,7 +106,7 @@ namespace Hyper.Internal.Managers
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float gameTimerDelta = GetGameTimerDelta(
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_gameManager != null && _gameManager.IsReplayMode,
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Time.fixedDeltaTime,
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Time.
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Time.timeScale);
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UpdatePracticeTimer(gameTimerDelta);
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UpdateBattleTimer(gameTimerDelta);
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@@ -115,9 +115,14 @@ namespace Hyper.Internal.Managers
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internal static float GetGameTimerDelta(
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bool isReplayMode,
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float fixedDeltaTime,
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float
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float timeScale)
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{
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if (timeScale <= 0f) return 0f;
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// The first FixedUpdate after a pause can report the whole paused
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// interval in fixedUnscaledDeltaTime. Derive one live simulation
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// step instead, keeping real-time duration at custom time scales.
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return isReplayMode ? fixedDeltaTime : fixedDeltaTime / timeScale;
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}
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public void Reset()
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package/package.json
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{
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"name": "app.hypergames.hypersdk",
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"version": "1.11.0-beta.
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"version": "1.11.0-beta.31",
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"displayName": "HyperSDK",
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"description": "Official Unity SDK for Hyper: multiplayer battles, leaderboards, deterministic RNG, session management, tutorials, and WebGL optimizations for production-ready games.",
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"unity": "6000.0",
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