According to the manual, FixedUpdate should be called independently of the game speed, so even if Time.timeScale = 0, correct?
Because I don’t experience this. When I pause the game by setting Time.timeScale = 0 it seems that FixedUpdate() isn’t called anymore. Is that possible?
That may be easily misunderstood. It means that the execution rate of FixedUpdate is fixed and independent of the visual frame rate.
The game speed is defined by Time.timeScale. For example, 0.5 means half of the real time. To achieve that, FixedUpdate is also called at half of the rate defined by Time.fixedDeltaTime. When timeScale is 0 then FixedUpdate is not called so the gameplay is paused.