Changing time scale causing frame loss (I think)

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;
        }    
    }
}