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Question by SylvesterAHansen · Jul 17, 2016 at 08:37 PM · mathmathftimescaledeltatime

Math.Abs slows down on time.timescale

Hey People,

So I have a question regarding Math.abs and time.timescale. See, I have this game where I slow down time for every enemy in the game, but I want for the player character to be able to more around to their hearts content. However, while my character can move around completely freely on time.timescale = 1, The math is slowed down, when I set the time.timescale = 0.01. I would like to the math to remain immediate. So My question is this, how do I divorce Math.Abs from time.deltatime

This is my code:

     void Update(){
 
         Time.timeScale = 0.01;
         
         moveDirection = new Vector3 (Input.GetAxis ("Horizontal"), 0, Input.GetAxis ("Vertical"));
         
         float aniX = Mathf.Abs (moveDirection.x);
         float aniZ = Mathf.Abs (moveDirection.z);
         
         if (aniX > 0.1 || aniZ > 0.1) {
             Character.transform.rotation = Quaternion.LookRotation (moveDirection);
             aniRun = true;
         } else {
             aniRun = false;
         }
         
         transform.position += moveDirection * speed * Time.unscaledDeltaTime;
 
     }


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