Physics and TimeScale

Hey all! New Unity dood here.

Quick question, if I slow down the game time using TimeScale, I naturally assume that’ll allow the physics more time to calc per frame, correct?

So if I have a destructable object for instance, and I slow down time based on the number of pieces it breaks into, that’ll allow more time per frame for physics to calc for those chunks and not cause framerate hits as bad, or am I dreaming?

Thx.

Wrong
The whole world simulation is scaled with TimeScale
That includes physics, update, fixedupate etc.

if you set it to 0.5 for example, the whole world only runs at half speed.

What you are looking for is scaling down the fixed timestep for example to reduce the amount of physics calculation per second

Time.timeScale simply slows down playback of each frame?

So to ‘slow down’ the entire game but have framerate maintain a constant rate, I’d need to custom code the movement rates of everything, which would be a royal pain with physical sims, correct?

Changing TimeScale only changes time calculations; it has zero effect on framerate or CPU usage or anything else.

–Eric