I’m working on a racing game, but I’m using sort of indirect movemente control. The player doesn’t change the driving direction through direct input, instead he draws a path in a planing phase, which the car follows in a racing phase.
Planning and racing phases switches multiply times in the course of one track. My problem is that I must pause every movement of the car (rigidbody with 4 wheelcolliders attached), but don’t let go of the direction and motortorque already applied.
I already tried time.timescale, but that stops my planning phase timer from moving.
1 Answer
1Basically answered with this: Setting the timescale for certain rigidbodies - Questions & Answers - Unity Discussions
Got the planning phase timer to work by using Time.realtimeSinceStartup. But I'm not sure if that's the best solution.
– Luci85