Timescale seems like a really convenient way to make everything time dependent such that you can control time. However it also makes all your UI animation speeds change. Whats a best practice to have a “slider” style control of the game engine speed(which accounts for animations, particle effects etc) but does not effect your UI animations such as button clicks, and other cosmetics.
After researching, I think the answer is, turn off time scale effect on your UI components using a setting somewhere in their animators.
RTFM. Animator, Update mode: Unscaled time. Unity - Manual: Animator component
Wow that is very pleasant of you, especially after i came back before you and pasted the solution to the problem. And especially given how incomplete the manuals tend to be and how vast the subject matter is.
Well, this:
isn’t communicating confidence that you know what’s up. So I thought I help you out with the link to the manual. Since Unity’s manual 99.9% of the time is very good.
Vast how? You pause your game, you set the animators. You’re done.