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Time.timeScale

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public static var timeScale: float;
public static float timeScale;

Description

The scale at which the time is passing. This can be used for slow motion effects.

When timeScale is 1.0 the time is passing as fast as realtime. When timeScale is 0.5 the time is passing 2x slower than realtime.

When timeScale is set to zero the game is basically paused if all your functions are frame rate independent.

Except for realtimeSinceStartup, timeScale affects all the time and delta time measuring variables of the Time class.

If you lower timeScale it is recommended to also lower Time.fixedDeltaTime by the same amount.

FixedUpdate functions will not be called when timeScale is set to zero.

#pragma strict
public class Example extends MonoBehaviour {
	// whenever the user hits the Fire1 button.
	function Update() {
		if (Input.GetButtonDown("Fire1")) {
			if (Time.timeScale == 1.0f)
				Time.timeScale = 0.7f;
			else
				Time.timeScale = 1.0f;
			// The fixed delta time will now be 0.02 frames per real-time second
			Time.fixedDeltaTime = 0.02f * Time.timeScale;
		}
	}
}
using UnityEngine;

public class Example : MonoBehaviour { // Toggles the time scale between 1 and 0.7 // whenever the user hits the Fire1 button.

void Update() { if (Input.GetButtonDown("Fire1")) { if (Time.timeScale == 1.0f) Time.timeScale = 0.7f; else Time.timeScale = 1.0f; // Adjust fixed delta time according to timescale // The fixed delta time will now be 0.02 frames per real-time second Time.fixedDeltaTime = 0.02f * Time.timeScale; } } }
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