Frame Rate Indepedent and Pause Independent

I’d like to be able to pause my game using the Time class, yet still be able to move the camera in my scene around without varying speeds. Should I put in a second timer that my camera can refer to instead of Time, or is there an easier way? If there isn’t an easier way, where should I look to get started?

I think I’ve manage to convince Joe of the usefulness of a Time.realDeltaTime, but until then you can properly get away with attaching something like this to a gameObject in the scene and using RealTime.deltaTime for the camera code.

using UnityEngine;
using System.Collections;
 
public class RealTime : MonoBehaviour {
	private static float lastFrameEnd = 0;
	private static float _deltaTime = 0;
	
	public static float deltaTime { 
		get { 
			return _deltaTime;
		}
	}
	
	void LateUpdate() {
		_deltaTime = Time.realtimeSinceStartup - lastFrameEnd;
		lastFrameEnd = Time.realtimeSinceStartup;
	}
}

Super. I always know my problem’s been solved when I see your name among the responses.

No prop. I just wish I had more time to help other people on the forum, but after staring at Unity for 8-14 hours at work I’m usually inclined to do something else in my spare time :-).