What the?

Okay Im on the verge of throwing my computer through the window
No errors at all, but no physics either. When I drop in the FPS Prefab, the scripts work on the camera. but nowhere else. What theF@#@?

PLEASE tell me this is easily fixable, my projects way too advanced to ditch now

I did a rebuild and that didnt help. Ive got literally about 50 scripts but Ive been extra careful to make sure theres no errors.

this is killing me
And no I cant send you my project unless its on a CD, because its 1.6 gb
ARHRGRHGRRRHGRHR

EDIT
OK Ive removed every single script exept (FPSWalker and mouse look) and every single shader, and nothing is fixing this.

Can a texture or a model or a sound destroy script compilation and physics?
Im seriously #%^#% off.
I cannot sit here for day after@%@% day with this not working
Ive reinstalled Unity and tried other examples that work, so how can a model screw this up?

Maybe Time.timeScale is set to 0? Check Edit → Project Settings → Time.

Cheers,
-Jon

Err yeah Jon thats it
How did that happen I wonder…What use is this flaming thing anyway?
Thank u Jon I owe you
A

Well, if you set Time.timeScale to zero your game is essentially paused. That’s how you implement pause. So you still get Update events, but Time.deltaTime is zero and you shouldn’t get FixedUpdate events.

It’s also useful to set timeScale to 1.5 or something to see how your game would look if everything was a bit faster. This can be good for games with a lot of physics to tighten everything up.

In the Brain Games I had some animations that would get tedious to sit through as a developer, so I made an Editor script to set the Time.timeScale to 10 or 1 on certain key presses. This made it simple to “fast forward” through certain parts of the game when I needed to test something.

The gotcha I ran into is that unlike most things, Time.timeScale does not reset to what it was before you hit play after you hit stop. So if you stop playing your game while it is “paused”, when you go to hit play again next time the game will still be paused. This causes some head scratching the first time or two. :slight_smile: It really probably could be improved by OTEE so that no computers get thrown out windows.

Glad that was the problem and not something more serious, anyway…

Cheers,
-Jon

Ahhh so by using this script from another thread:

function Update () {
if (Input.GetKeyDown("p")) { 
if (Time.timeScale == 0.0) Time.timeScale = 1.0; 
else Time.timeScale = 0.0; 
}
}

I hardwired the timescale settings to be altered, right?
Jeez, thats scary. I better be a bit more discerning with what I raid randomly…
Cheers
A