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Question by ronaldosilva · Oct 13, 2012 at 04:04 AM · rigidbodyaddforcetimescale

Rigidbody.addForce() with a slow timescale

Hi everyone! I need to be able to throw some boxes at the player's position with addForce() from Rigidbody. It's ok, very easy, however I need to do this with a slow motion effect using TimeScale, but when I do this, looks like the AddForce is affected somehow by the timescale and the boxes almost does not move.. =(

Any advice?

Thanks in advance! =]

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Answer by Muuskii · Oct 13, 2012 at 04:36 AM

From Time.timeScale:

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

Also:

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.

So I'm not sure what @harschell thinks Time.timeScale = ( 0.5f * Time.deltaTime ); is going to do, but I think that it's going to set the Timescale to really super low.

At least based off what the documentation says. Could be wrong on that one.

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avatar image ronaldosilva · Oct 16, 2012 at 01:31 AM 0
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Thank you all for the replies! Yes I´ve messed with "something * Time.deltaTime" but did not helped too much =/. What i could do is when going slow motion I increased the force for the AddForce, so the object could travel faster tha it would in normal conditions, so I could get an satisfatory speed.. if you guys want to check the result: www.ronaldosilva.com/SHARE/demo1.mp4

Thank you again!

avatar image Muuskii · Oct 16, 2012 at 03:10 AM 0
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I don't remember if I've posted this here yet (Thought I had) but it says in the documentation that multiplying a force magnitude by Time.DeltaTime is actually unnecessary.

That in itself might be your issue to be honest.

avatar image Muuskii · Oct 16, 2012 at 03:10 AM 0
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Also! Are you adding force in Update or FixedUpdate?

avatar image ronaldosilva · Oct 16, 2012 at 01:04 PM 0
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None of them. I just trigger an event and then I apply body.addForce to the boxes and stat my slow motion script..

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Answer by harschell · Oct 13, 2012 at 04:27 AM

Try **`Time.timeScale = ( 0.5f Time.deltaTime );`*

  • Use appropriate value instead 0.5f

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