Hello everybody!
I’ve looked at the documentation and searched for quite a few posts without a solution…
PROBLEM: it’s possible modify physics timeScale & fixedDeltaTime (Pause Game) without causing all the hingeJoints gone crazy? ![]()
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If i only change timeScale (not fixedDeltaTime) all stuff movement in fixedUpdate() like camera, characters, etc… moves choppy in slowtime.
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If i change timeScale and proportionally fixedDeltaTime (as Unity documentation recommends) …all stuff moves smoothly and nice in slowtime BUT physics on hingeJoints gets an unstable shake because change of “gravity vs physics calculations (solver)” not working as expected.
Please, any advice?
Thanks!
float xTime = 1.0f;
void Update(){
Time.timeScale = xTime;
Time.fixedDeltaTime = 0.01F * xTime;
}
public void pauseTime(){
xTime = 0.0000001f;
}
public void slowTime(){
xTime = 0.2f;
}
public void normalTime(){
xTime = 1.0f;
}
For "pause" case (timeScale = 0) it's ok, without changing fixedDeltaTime no issues appear. And as there are no objects in motion during the pause they can not see moving choppy. But my question is about solving when physics I want to get a superslowtime effect with things moving, altering timescale without the physics going crazy.
– Eglarist