# SlowMotion without player

Greetings

I tired to make slow motion everything but the player. I know how to make easy to slow down the time with the timescale but i don`t want to affect the player. I read to multiply the speed but i didn`t work. Well, the player is sliding too much. I increased the maxForwardSpeed, maxSideSpeed etc. but i gives me strange results.

Any idea how to make it work?

Cheers,
Lucas

This thread should help: http://forum.unity3d.com/threads/50157-Time.timeScale-ignored-by-some-objects. Basically, if your player functions arenâ€™t using a fixed update or delta time, they shouldnâ€™t be affected.

You could also just multiply everything else by a slowmo factor. For example:

``````var slowmoscale:Number = .5;

function Update () {
// Move the object 10 meters per second at normal speed, but 5 when slomoscale is set to .5
var translation : float = Time.deltaTime * 10 * slowmoscale;
transform.Translate (0, 0, translation);
}
``````
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Thanks for reply but it doesn`t work. The script is constantly moving my player. I use this script to slow down the time:

function Update () {
if (Input.GetKeyDown (â€śeâ€ť)) {
if (Time.timeScale == 1.0)
Time.timeScale = 0.1;
else
Time.timeScale = 1.0;
// Adjust fixed delta time according to timescale
// The fixed delta time will now be 0.02 frames per real-time second
Time.fixedDeltaTime = 0.02 * Time.timeScale;
}
}

The camera has the standard FPS camera walk attached to it.

My scene looks something like this: I have a simple player that shoots bullets (balls). I want to freeze them, have the abbility to walk around them, and after a while to â€śunfreezeâ€ť co that they can reache their target with the velocity they had when I shot. Hope You understand what I mean

Seriouslyâ€¦?

1 Like