Ok, this seems pretty silly, but am i mistaken? I thought Time.timeScale, if set to 0, would cause all methods called within FixedUpdate to effectively Pause. But Update would not be affected by this?
Reason im wondering is because i have an ObjectA, with some stuff inside its Update, and its not being executed after a different ObjectB Update pauses the game.
Everything else has its stuff inside FixedUpdates, and is being stopped in its place just fine.
Yes, if Time.timeScale is set to 0, FixedUpdate will not be called.
Update will still be called, but anything using Time.deltaTime will be affected by the timeScale. (if timeScale is 0, Time.deltaTime will return 0 as well)
It is recommended that you change Time.fixedDeltaTime as well as Time.timeScale.
Ahh i see, i was using Time.time as a factor for scrolling , i changed it up to this and its working now, thanks m8.
var scrollRate : float = 0.0;
var timer : float = 0.0;
function Update () {
timer += 0.01;
var offset = scrollRate * timer;
renderer.material.mainTextureOffset = Vector2(0, offset);
}