i’ve been using Animator.velocity and Animator.angularVelocity since the beginning of times, and i have this weird bug in bullettime (Time.timeScale = .1f for exemple) where their values are already multiplied by Time.timeScale, and sometimes they are not
and i have to change the code each time it switches to one or the other behaviour, and for my builds i have to save in a .json weither i need to divide them by Time.deltaTime or not. it’s been years, i’m finishing my game and this thing is still following me D:
well… i guess i just found a way
for anybody interested
i set my character animator updateMode to UnscaledTime
and in Update i do animator.speed = Time.timeScale
to verify that i had a case where a prefab pulled from the project view had the problem, and one loaded at runtime from an assetbundle had not the problem (or the inverse)
and both show the same behaviour under a modified Time.timeScale now… finally S_$
i wonder why i didn’t find anybody with the same problem