Certain timers run too fast

I’m having a strange problem with timing in only certain scenes of my build. For instance, in my Loading scene, I use the following simple method for controlling my countdown:

void Update ()
{
	timer += Time.deltaTime;
	
	if (timer >= timeToWait)
	{
		Application.LoadLevel ("MainMenu");	
	}
}

This works fine in the Inspector and when I compile a build and run it on my development machine. However, when I move it to my production machine, it counts down very quickly; probably hitting 0 after about two or three seconds.

In another scene, I “blink” some text by looping the alpha value in a method called from Update:

function UpdateTextAlpha()
{
	// Fade font in proper direction.
	
	if (c.a >= 1)
	{
		fontFadeIn = false;
	}
	
	if (c.a <= 0)
	{
		fontFadeIn = true;
	}
	
	if (fontFadeIn == true)
	{
		c.a += Time.deltaTime;
	}
	else
	{
		c.a -= Time.deltaTime;
	}
}

Again, this is fine in the Inspector and when running a build on my development machine; however, on the production machine, it is way too fast.

On the other hand, I use the first method in other scenes, and the countdown is perfect. Any idea where I’m going wrong? Thanks.

Update: I tried copying my entire scene to a new project and testing just that scene. The countdown timer runs fine when I do that.

I added this answer in case anyone else runs into this bug. Basically, Time.timeScale was off in any scenes that I added to this particular project. I fixed it by setting Time.timeScale = 1.0f in Start () for every one of my scripts.