I have a character that slows down time whenever the player presses the X key and reset the timeScale back to 1 whenever they release the X key.
The method that slows down the time and resets it is being called correctly;
void Update() {
if (InputGetKeyDown(KeyCode.X)) SlowMotion(true);
if (InputGetKeyUp(KeyCode.X)) SlowMotion(false);
Debug.Log(Time.timeScale);
Debug.Log(Time.fixedDeltaTime);
}
void SlowMotion(bool _timeState) {
if (_timeState) Time.timeScale = 0.5f;
else Time.timeScale = 1f;
Time.fixedDeltaTime = Time.timeScale = 0.02f;
}
When i press X, the console displays 1 and 0.004 and when i release, it displays 1 and 0.02
for some reason the timeScale is always resetting but fixedDeltaTime is updating correctly