I want that when the game starts to run on high speed very quickly and a high physical frame rate to cover the time when the game was closed
To make her look like it was working all the time non-stop.
And then back to the actual time and normal speed
any help please?
Yes, and no.
You can set the Time.timescale value to a very high number, and increase the physics framerate. Assuming that most of your logic is inside FixedUpdates, this could boost the game ‘speed’ maybe up to a 100, if your game is really simple.
You can also use a Physics Scene to call PhysicsScene.Simulate as many times as you wish. But again, simulating an entire day worth of frames might take more than half-an-hour. Simulating a month worth of frames might take days.
What I would actually advise you to do is to make your game logic much simpler, without using much collisions, colliders or the physics engine in general.
If your game can work without relying on physics, you can just have a LogicUpdate function on each of your scripts, that you can call once per frame in a normal game, or hundreds of times in catch-up mode.
If you want to increase performances by a very large amounts, you could lookup the Unity DOTS.
This would give you the performance required to play your game 10000 times faster, but without physics.