Hi there. I have some question about time in general.
I am implementing a slow motion system to improve the visual impression. However, I have noticed that almost all physics abilities are effected if I change the time scale. Most obviously, I don't jump as high. This was a little bit unexpected. I read into some previous posts and some have mentioned the same. However, no one give an answer to fix this.
In addition to this. I found that timestep will also effect the ability. I want to decrease the default timestep to ~0.01, but then all the physics part like jumping was effected by this change.
So the questions are:
1: how to implement a slow mode? (Not just slow the player, but also the whole game) In other words, what should I do to sync the player's physics after touched the timescale.
2: how to change the timestep without having to change all properties values.
3: Is there a way to completely get ride of the time related issues as without a trade off of losing core mechanisms. Do I still have the option to use Update instead fixedupdate? Seemingly most of time related problem were caused by fixedupdate and fixed frames. Most simply, I want things act dependently with timescale.
4: I haven't try it yet, but is UCC effected if I use Unity recorder and frame rate is cut to nearly 1 fps. (I don't know how unity recorder handle the time when frame rate is low.)
Thank you!
I am implementing a slow motion system to improve the visual impression. However, I have noticed that almost all physics abilities are effected if I change the time scale. Most obviously, I don't jump as high. This was a little bit unexpected. I read into some previous posts and some have mentioned the same. However, no one give an answer to fix this.
In addition to this. I found that timestep will also effect the ability. I want to decrease the default timestep to ~0.01, but then all the physics part like jumping was effected by this change.
So the questions are:
1: how to implement a slow mode? (Not just slow the player, but also the whole game) In other words, what should I do to sync the player's physics after touched the timescale.
2: how to change the timestep without having to change all properties values.
3: Is there a way to completely get ride of the time related issues as without a trade off of losing core mechanisms. Do I still have the option to use Update instead fixedupdate? Seemingly most of time related problem were caused by fixedupdate and fixed frames. Most simply, I want things act dependently with timescale.
4: I haven't try it yet, but is UCC effected if I use Unity recorder and frame rate is cut to nearly 1 fps. (I don't know how unity recorder handle the time when frame rate is low.)
Thank you!
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