Time question

When using Time.timeScale, is there a way to exclude certain game objects(so you could have something like the player move at normal speed, but have everything else be slowed down)?

You could always increase the players speed at that time then decrease it when you speed it back up. That would probably be easiest.

It may sound counter intuitive but it might be better to do it the other way around. Slow down all the other objects and leave the player the same. Why? Because if you speed the player up relative to Time then the physics simulation of the player will change. This could lead to slight changes in controls or worse, like them going through objects.

Physics simulations would rather everything had zero velocity so slowing down everything manually is probably safer but might be more work.

@Tofudude624:

I have a plugin called Ultimate Timer that is used for easily making timer objects in Unity. Each timer you make can, with a click of a button in the editor, be set to bypass Unity’s time scale and rely on its own user defined time scale. It’s pretty awesome. Once I’m finished working on some updates to this plugin, I am going to take a closer look at making the specific functionality of bypassing the Unity time scale an entirely separate plugin. My goal is to end up with an easy to implement plugin that allows you to set any gameobject to bypass Unity’s time scale and use its own time scale. I can’t say when this plugin will come out, but I’ll put it up on my website if/when it’s finished:

http://www.corebiti.com