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Velocity unafected by time.scaleTime
Hi, somebody knows if there is a way to make my throwObjectRoutine method throw and object using velocity but at the same time omitting the time.scaleTime? I made like a slow time logic in my game, and it is affecting my rigid bodies This is the code I want outside from the effects of the time.scaleTime: rigidbody.velocity = new Vector3( unitPlayer.side 1, 1, 0f) power; it just throws a little rigidbody in the up side direction I'm looking at.
I have the same post in Reddit if somebody wants to read the comments there but lookslike there's still no answer. http://goo.gl/fSO0hE
Thanks
Answer by Kiwasi · Oct 23, 2014 at 09:59 PM
Unity doesn't have any built in functionality for multiple time scales. The physics engine is even less flexible. You are going to have to write your own implementation of the physics engine for this.
When the timescale is not one then you will need to switch the rigidbodies to kinematic and move them around manually according to their velocity.
The other option is to leave timescale as it is and do your manual manipulation on your slowed objects. This could be easier.
Thanks, Is there a way to simulate velocity using addForce? $$anonymous$$aybe using addForce can helpme handle the calculations velocity does when I throw things?
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