Bullet-time physics issues - possible bug?

Hey all,

In my current project, I use the well understood concept of “bullet time” to freeze the action of the game whilst the camera is moving to a new position.

The problem is, this seems to have exposed some weird behaviours with the Unity physics system. Normally, when physical items in the scene impact, they respond as expected, but if they’re moving during a bullet-time camera move, they suddenly seem to have a massive increase in velocity, meaning they tend to fly all over the scene.

I’m “pausing” physics using the following lines:

     Time.timeScale = 0.0f;
     Time.fixedDeltaTime = Time.timeScale*0.02f;

Which works, but obviously creates the issue I mention.

Anyone else seen this or have any ideas how to get around it?

Cheers,

SB

I don’t imagine that giving the physics engine an infinite frame rate (0.0 * 0.02 = 0.0) results in usable behavior. In fact, if you try that in the inspector, it won’t let you. You’d have to use a finite frame rate.

–Eric

Yeah, but what I’m actually trying to do is freeze all physics for the duration of the camera move. The lines above are just a generic way to do that, as 0.02f * 0.0f is 0.0f. Am I missing something with regard to freezing physics?

Set the timeScale to 0 and don’t touch the physics framerate.

–Eric