Rigidbody.AddForce and Time.TimeScale


I’m currently working on a 2D platformer, where slow motion will be used. I use time.TimeScale to create the slow motion within a method. The method is called from my main script and it looks like this:

using UnityEngine;

public class TimeManager : MonoBehaviour {

    public float timeSlowDownSpeed = 0.3f;

    public bool SlowMotionActive;

    public void DoSlowMotion () {
        Time.timeScale = timeSlowDownSpeed;
        //Time.fixedDeltaTime = Time.timeScale * .02f;
        Time.fixedDeltaTime = Time.fixedDeltaTime * timeSlowDownSpeed;

        SlowMotionActive = true;

In my main script, I have a jump mechanic. The detection of the key (space, in this case) is done in Update(), while the phsysics are done in FixedUpdate(). The jump mechanic/command looks like this:

if (jump && TimeManagerRef.SlowMotionActive)
            RGname.AddForce(Vector2.up * JumpHeight, ForceMode2D.Force);
        } else if (jump)
            RGname.AddForce(Vector2.up * JumpHeight, ForceMode2D.Force);

As you can see, I have two separate jump commands: One while in slow motion and one while at normal speed. The normal speed one works just fine. However, the slow motion one barely makes the player jump.

So, my question is: How is AddForce related to Time.timeScale and how can I create a command that jumps the same amount in slow motion and normal speed?

I didn’t figure out how AddForce and Time.timeScale are related - but I did figure out how to do a jump based on time.

  1. In your jump mechanic, use velocity instead of Add.Force:

    RGname.velocity = new Vector2(0f, JumpHeight);
  2. There aren’t any more steps to this. Congratulations, your jump mechanic now scales with Time.timeScale!