Time.timeScale weird behaviour

Hi,
I have some animation as well as time dependent logic in game.
And now the observed behaviour of setting timeScale:

If timeScale is 1.0f everything works at normal speed (expected).
timeScale = 0.5f everything works at half speed (expected).
timeScale = 2.0f everything works at double speed (expected)
timeScale = 0.01f everything works at crawl (expected)
timeScale = 0.0f everything works roughly at double speed. NOT EXPECTED.

What’s going on? I googled and timeScale set to zero should pause all time dependent movement, but for me it actually makes the game run faster than regular.
Clearly timeScale affects my in game time since all other values work and produce results that seems correct.
I want to pause the game with this option, but all I can do is make it run very very slow, and that’s a silly way to “pause”.
What am I missing?

Not sure. Works for me. Are you sure it is at 0?

It’s probably the way you’re using Time.deltaTime, since that becomes .02 when Timescale is 0. Why that particular number, I don’t know, but I assume it’s because Time.deltaTime being 0 (which would be technically correct) would cause issues.

–Eric