Help with time scale

Hello guys, i want to make nitro on standard asset car.
As for nitro, the easiest solution would be to add particle systems to look cool and use Time.TimeScale to speed up time.
Here is my script but its not working…

using UnityEngine;
using System.Collections;

public class SpeedUP1 : MonoBehaviour {

    // Use this for initialization
    void Start () {
   
    }
   
    // Update is called once per frame
    void Update () {
        if (Input.GetKeyDown(KeyCode.E))
        {
            Time.timeScale = 2.0f;
            Debug.Log(Time.timeScale);
        }
    }
}

Also i want to make it when the button is pressed (On held) nitrous to be active and when the button is relased the timescale to come normal.

if (Input.GetKeyDown(KeyCode.E))
        {
            Time.timeScale = 2.0f;
            Debug.Log(Time.timeScale);
        }
        else
        if (Input.GetKeyUp(KeyCode.E))
        {
            Time.timeScale = 1.0f;
            Debug.Log(Time.timeScale);
        }

        if (Input.GetKey(KeyCode.E))
        {
            Debug.Log("Nitrous ON HOLD");
        }

I think, it will help you. For more information you can watch this turorial.

timescale affects everything in the scene, not just the thing with the script attached to it. So “hitting nitro” will make everything happen faster…

1 Like

I tried this and stil i cant see changes in my game… I read in some post that maybe is because objects are not connected with delta time?
Btw @ajaykewat thank you for the tutorial.

To make everything faster/slower you have to write code in “FixedUpdate” so when ever timescale change it affect things accordingly. Because FixedUpdate is related to time.

Yes i wrote it in FixedUpdate…

Yes buddy, it is related with delta time.
I think you have written all your code in Update function.
Try to summarise things which are related with time and put in FixedUpdate function. And see what happen.
:wink:

Here is the code for the car. I put this in CarController because i tried with new script that i attach to the car but it was not working, so i tried like this:

using System;
using UnityEngine;

namespace UnityStandardAssets.Vehicles.Car
{
    internal enum CarDriveType
    {
        FrontWheelDrive,
        RearWheelDrive,
        FourWheelDrive
    }

    internal enum SpeedType
    {
        MPH,
        KPH
    }

    public class CarController : MonoBehaviour
    {
        [SerializeField] private CarDriveType m_CarDriveType = CarDriveType.FourWheelDrive;
        [SerializeField] private WheelCollider[] m_WheelColliders = new WheelCollider[4];
        [SerializeField] private GameObject[] m_WheelMeshes = new GameObject[4];
        [SerializeField] private WheelEffects[] m_WheelEffects = new WheelEffects[4];
        [SerializeField] private Vector3 m_CentreOfMassOffset;
        [SerializeField] private float m_MaximumSteerAngle;
        [Range(0, 1)] [SerializeField] private float m_SteerHelper; // 0 is raw physics , 1 the car will grip in the direction it is facing
        [Range(0, 1)] [SerializeField] private float m_TractionControl; // 0 is no traction control, 1 is full interference
        [SerializeField] private float m_FullTorqueOverAllWheels;
        [SerializeField] private float m_ReverseTorque;
        [SerializeField] private float m_MaxHandbrakeTorque;
        [SerializeField] private float m_Downforce = 100f;
        [SerializeField] private SpeedType m_SpeedType;
        [SerializeField] private float m_Topspeed = 200;
        [SerializeField] private static int NoOfGears = 5;
        [SerializeField] private float m_RevRangeBoundary = 1f;
        [SerializeField] private float m_SlipLimit;
        [SerializeField] private float m_BrakeTorque;

        private Quaternion[] m_WheelMeshLocalRotations;
        private Vector3 m_Prevpos, m_Pos;
        private float m_SteerAngle;
        private int m_GearNum;
        private float m_GearFactor;
        private float m_OldRotation;
        private float m_CurrentTorque;
        private Rigidbody m_Rigidbody;
        private const float k_ReversingThreshold = 0.01f;

        public bool Skidding { get; private set; }
        public float BrakeInput { get; private set; }
        public float CurrentSteerAngle{ get { return m_SteerAngle; }}
        public float CurrentSpeed{ get { return m_Rigidbody.velocity.magnitude*2.23693629f; }}
        public float MaxSpeed{get { return m_Topspeed; }}
        public float Revs { get; private set; }
        public float AccelInput { get; private set; }
        public GUIText kphDisplay;

        // Use this for initialization
        private void Start()
        {
            m_WheelMeshLocalRotations = new Quaternion[4];
            for (int i = 0; i < 4; i++)
            {
                m_WheelMeshLocalRotations[i] = m_WheelMeshes[i].transform.localRotation;
            }
            m_WheelColliders[0].attachedRigidbody.centerOfMass = m_CentreOfMassOffset;

            m_MaxHandbrakeTorque = float.MaxValue;

            m_Rigidbody = GetComponent<Rigidbody>();
            m_CurrentTorque = m_FullTorqueOverAllWheels - (m_TractionControl*m_FullTorqueOverAllWheels);
        }

        void FixedUpdate()
        {
            if (Input.GetKeyDown(KeyCode.E))
            {
                Time.timeScale = 2.0f;
                Debug.Log(Time.timeScale);
            }
            else
         if (Input.GetKeyUp(KeyCode.E))
            {
                Time.timeScale = 4.0f;
                Debug.Log(Time.timeScale);
            }

            if (Input.GetKey(KeyCode.E))
            {
                Debug.Log("Nitrous ON HOLD");
            }
        }

        private void GearChanging()
        {
            float f = Mathf.Abs(CurrentSpeed/MaxSpeed);
            float upgearlimit = (1/(float) NoOfGears)*(m_GearNum + 1);
            float downgearlimit = (1/(float) NoOfGears)*m_GearNum;

            if (m_GearNum > 0 && f < downgearlimit)
            {
                m_GearNum--;
            }

            if (f > upgearlimit && (m_GearNum < (NoOfGears - 1)))
            {
                m_GearNum++;
            }
        }


        // simple function to add a curved bias towards 1 for a value in the 0-1 range
        private static float CurveFactor(float factor)
        {
            return 1 - (1 - factor)*(1 - factor);
        }


        // unclamped version of Lerp, to allow value to exceed the from-to range
        private static float ULerp(float from, float to, float value)
        {
            return (1.0f - value)*from + value*to;
        }


        private void CalculateGearFactor()
        {
            float f = (1/(float) NoOfGears);
            // gear factor is a normalised representation of the current speed within the current gear's range of speeds.
            // We smooth towards the 'target' gear factor, so that revs don't instantly snap up or down when changing gear.
            var targetGearFactor = Mathf.InverseLerp(f*m_GearNum, f*(m_GearNum + 1), Mathf.Abs(CurrentSpeed/MaxSpeed));
            m_GearFactor = Mathf.Lerp(m_GearFactor, targetGearFactor, Time.deltaTime*5f);
        }


        private void CalculateRevs()
        {
            // calculate engine revs (for display / sound)
            // (this is done in retrospect - revs are not used in force/power calculations)
            CalculateGearFactor();
            var gearNumFactor = m_GearNum/(float) NoOfGears;
            var revsRangeMin = ULerp(0f, m_RevRangeBoundary, CurveFactor(gearNumFactor));
            var revsRangeMax = ULerp(m_RevRangeBoundary, 1f, gearNumFactor);
            Revs = ULerp(revsRangeMin, revsRangeMax, m_GearFactor);
        }


        public void Move(float steering, float accel, float footbrake, float handbrake)
        {
            for (int i = 0; i < 4; i++)
            {
                Quaternion quat;
                Vector3 position;
                m_WheelColliders[i].GetWorldPose(out position, out quat);
                m_WheelMeshes[i].transform.position = position;
                m_WheelMeshes[i].transform.rotation = quat;
            }

            //clamp input values
            steering = Mathf.Clamp(steering, -1, 1);
            AccelInput = accel = Mathf.Clamp(accel, 0, 1);
            BrakeInput = footbrake = -1*Mathf.Clamp(footbrake, -1, 0);
            handbrake = Mathf.Clamp(handbrake, 0, 1);

            //Set the steer on the front wheels.
            //Assuming that wheels 0 and 1 are the front wheels.
            m_SteerAngle = steering*m_MaximumSteerAngle;
            m_WheelColliders[0].steerAngle = m_SteerAngle;
            m_WheelColliders[1].steerAngle = m_SteerAngle;

            SteerHelper();
            ApplyDrive(accel, footbrake);
            CapSpeed();

            //Set the handbrake.
            //Assuming that wheels 2 and 3 are the rear wheels.
            if (handbrake > 0f)
            {
                var hbTorque = handbrake*m_MaxHandbrakeTorque;
                m_WheelColliders[2].brakeTorque = hbTorque;
                m_WheelColliders[3].brakeTorque = hbTorque;
            }


            CalculateRevs();
            GearChanging();

            AddDownForce();
            CheckForWheelSpin();
            TractionControl();
        }


        private void CapSpeed()
        {
            float speed = m_Rigidbody.velocity.magnitude;
            switch (m_SpeedType)
            {
                case SpeedType.MPH:

                    speed *= 2.23693629f;
                    if (speed > m_Topspeed)
                        m_Rigidbody.velocity = (m_Topspeed/2.23693629f) * m_Rigidbody.velocity.normalized;
                    break;

                case SpeedType.KPH:
                    speed *= 3.6f;
                    if (speed > m_Topspeed)
                        m_Rigidbody.velocity = (m_Topspeed/3.6f) * m_Rigidbody.velocity.normalized;
                    break;
            }
        }


        private void ApplyDrive(float accel, float footbrake)
        {

            float thrustTorque;
            switch (m_CarDriveType)
            {
                case CarDriveType.FourWheelDrive:
                    thrustTorque = accel * (m_CurrentTorque / 4f);
                    for (int i = 0; i < 4; i++)
                    {
                        m_WheelColliders[i].motorTorque = thrustTorque;
                    }
                    break;

                case CarDriveType.FrontWheelDrive:
                    thrustTorque = accel * (m_CurrentTorque / 2f);
                    m_WheelColliders[0].motorTorque = m_WheelColliders[1].motorTorque = thrustTorque;
                    break;

                case CarDriveType.RearWheelDrive:
                    thrustTorque = accel * (m_CurrentTorque / 2f);
                    m_WheelColliders[2].motorTorque = m_WheelColliders[3].motorTorque = thrustTorque;
                    break;

            }

            for (int i = 0; i < 4; i++)
            {
                if (CurrentSpeed > 5 && Vector3.Angle(transform.forward, m_Rigidbody.velocity) < 50f)
                {
                    m_WheelColliders[i].brakeTorque = m_BrakeTorque*footbrake;
                }
                else if (footbrake > 0)
                {
                    m_WheelColliders[i].brakeTorque = 0f;
                    m_WheelColliders[i].motorTorque = -m_ReverseTorque*footbrake;
                }
            }
        }


        private void SteerHelper()
        {
            for (int i = 0; i < 4; i++)
            {
                WheelHit wheelhit;
                m_WheelColliders[i].GetGroundHit(out wheelhit);
                if (wheelhit.normal == Vector3.zero)
                    return; // wheels arent on the ground so dont realign the rigidbody velocity
            }

            // this if is needed to avoid gimbal lock problems that will make the car suddenly shift direction
            if (Mathf.Abs(m_OldRotation - transform.eulerAngles.y) < 10f)
            {
                var turnadjust = (transform.eulerAngles.y - m_OldRotation) * m_SteerHelper;
                Quaternion velRotation = Quaternion.AngleAxis(turnadjust, Vector3.up);
                m_Rigidbody.velocity = velRotation * m_Rigidbody.velocity;
            }
            m_OldRotation = transform.eulerAngles.y;
        }


        // this is used to add more grip in relation to speed
        private void AddDownForce()
        {
            m_WheelColliders[0].attachedRigidbody.AddForce(-transform.up*m_Downforce*
                                                         m_WheelColliders[0].attachedRigidbody.velocity.magnitude);
        }


        // checks if the wheels are spinning and is so does three things
        // 1) emits particles
        // 2) plays tiure skidding sounds
        // 3) leaves skidmarks on the ground
        // these effects are controlled through the WheelEffects class
        private void CheckForWheelSpin()
        {
            // loop through all wheels
            for (int i = 0; i < 4; i++)
            {
                WheelHit wheelHit;
                m_WheelColliders[i].GetGroundHit(out wheelHit);

                // is the tire slipping above the given threshhold
                if (Mathf.Abs(wheelHit.forwardSlip) >= m_SlipLimit || Mathf.Abs(wheelHit.sidewaysSlip) >= m_SlipLimit)
                {
                    m_WheelEffects[i].EmitTyreSmoke();

                    // avoiding all four tires screeching at the same time
                    // if they do it can lead to some strange audio artefacts
                    if (!AnySkidSoundPlaying())
                    {
                        m_WheelEffects[i].PlayAudio();
                    }
                    continue;
                }

                // if it wasnt slipping stop all the audio
                if (m_WheelEffects[i].PlayingAudio)
                {
                    m_WheelEffects[i].StopAudio();
                }
                // end the trail generation
                m_WheelEffects[i].EndSkidTrail();
            }
        }

        // crude traction control that reduces the power to wheel if the car is wheel spinning too much
        private void TractionControl()
        {
            WheelHit wheelHit;
            switch (m_CarDriveType)
            {
                case CarDriveType.FourWheelDrive:
                    // loop through all wheels
                    for (int i = 0; i < 4; i++)
                    {
                        m_WheelColliders[i].GetGroundHit(out wheelHit);

                        AdjustTorque(wheelHit.forwardSlip);
                    }
                    break;

                case CarDriveType.RearWheelDrive:
                    m_WheelColliders[2].GetGroundHit(out wheelHit);
                    AdjustTorque(wheelHit.forwardSlip);

                    m_WheelColliders[3].GetGroundHit(out wheelHit);
                    AdjustTorque(wheelHit.forwardSlip);
                    break;

                case CarDriveType.FrontWheelDrive:
                    m_WheelColliders[0].GetGroundHit(out wheelHit);
                    AdjustTorque(wheelHit.forwardSlip);

                    m_WheelColliders[1].GetGroundHit(out wheelHit);
                    AdjustTorque(wheelHit.forwardSlip);
                    break;
            }
        }


        private void AdjustTorque(float forwardSlip)
        {
            if (forwardSlip >= m_SlipLimit && m_CurrentTorque >= 0)
            {
                m_CurrentTorque -= 10 * m_TractionControl;
            }
            else
            {
                m_CurrentTorque += 10 * m_TractionControl;
                if (m_CurrentTorque > m_FullTorqueOverAllWheels)
                {
                    m_CurrentTorque = m_FullTorqueOverAllWheels;
                }
            }
        }


        private bool AnySkidSoundPlaying()
        {
            for (int i = 0; i < 4; i++)
            {
                if (m_WheelEffects[i].PlayingAudio)
                {
                    return true;
                }
            }
            return false;
        }
       
    }
}

agreed, this is really the wrong approach to doing nitro. You should re-examine the suggestion I made in your previous post :

http://forum.unity3d.com/threads/standard-asset-car-nitro.429961/#post-2781100

Code works fine.
Please try to see Time Manager in Project Setting and see the console window

I dont know how to make that with standard asset car… I am beginer in unity…

I see changes in the console but not in the game.

Buddy , because you have not written your main logic in FixedUpdate.

Update will not have affect of Time.scale.

You’ve completely missed the point. Changing the timescale to make one object move faster in the scene isn’t going to result in the desired behaviour as stated. You’ll hit the button for the player to go faster and all vehicles, animations, updates, fixedupdates etc. in the scene will all be affected the same.

You can change the timescale anywhere, it’s altering a static value in the Time class, which Time.deltaTime and Time.fixedDeltaTime (and whatever else in the time class) will then be affected by.

https://docs.unity3d.com/ScriptReference/Time-timeScale.html

FixedUpdate is related to unity’s physic engine hooks, not Time specifically. It’s used to maintain (calculate or interpolate if under very heavy load) a constant set tick rate for the physics calculations to greatly simplify the physics calculations. Those calculations will use the value from Time.fixedDeltaTime, but that is where the dependency stops.

Detecting input in fixedupdate can lead to issue because FixedUpdate doesn’t necessarily get called per frame, although that’s not going to have a huge effect on a key “hold”; something to be aware of.

1 Like

So now can anyone help me to make the nitro?