Time.timeScale does not work on 1st gen iPod Touch

Hi,

I’ve been trying to make my game pause with Time.timeScale = 0; triggered by a GUI Button and my update calls still run even if the timescale is 0. Also there’s a bug with Xcode. If I compile and run my game on the iPod touch, I get a linking error if I try to display the time scale in a debug log.

Ex: Debug.Log(Time.timeScale); // Will make the game not compile in release mode but works in debug mode while 120 warning messages. It still show the right values for Time.timescale but the game doesn’t pause.

Anyways I can’t pause my game using Time.timeScale = 0 . Can someone help me please? Thanks

timeScale should work fine on the first gen ipod touch. Our latest game uses it for pausing and we have had no problems.

Keep in mind that setting Time.timeScale to 0 isn’t going to stop your Update function from being called, but it will stop FixedUpdate.

Thanks for the info about FixedUpdate(). It’s working now and I found the problem with xCode. It will fail linking if you try to check the value of Time.timeScale. I used an intermediary variable and it compiles perfectly.