Why not set all this aside and go do a couple Youtube tutorials on implementing slow motion, then drop in a bog-standard character controller and see how it goes? For instance, I know this one doesn’t have any issues with slowing time down because I just tried it:
That one has run, walk, jump, slide, crouch… it’s crazy-nutty!!
Here was my slomo test script:
using UnityEngine;
// @kurtdekker - drop on any GameObject, use key to cycle time speeds
public class slomo : MonoBehaviour
{
int scaleIndex = 1;
void Update ()
{
if (Input.GetKeyDown( KeyCode.Semicolon))
{
scaleIndex++;
int i = (scaleIndex % 3);
// cycles 0.5f, 1.0f, 2.0f speeds
float scale = Mathf.Pow( 2, i) / 2;
Debug.Log( scale);
Time.timeScale = scale;
}
}
}