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Question by Samael_00001 · Aug 19, 2014 at 02:29 PM · timescale

I want a TimeScale=0 to affect on everything except a particle system

is this possible? Thanks! )

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avatar image Samael_00001 · Aug 19, 2014 at 03:06 PM 0
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or how to set TimeScale=0 to one object only?

avatar image Samael_00001 · Aug 19, 2014 at 03:31 PM 0
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  rigidbody.AddForce(movement * speed * (Time.deltaTime / myTimeScale));

setting myTimeScale to 0 isn't helping, because I want to stop my gameobject when it's jumping and continue jumping when a player cames back to the game.

avatar image robertbu · Aug 19, 2014 at 04:24 PM 0
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It is doable, but you may have to go to a lot of trouble to make it happen. What do you want the particle system to do during the pause?

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Answer by HexadimensionalerAlp · Aug 19, 2014 at 03:31 PM

No because timescale effects everything except the characterController.

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avatar image Samael_00001 · Aug 19, 2014 at 03:41 PM 0
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thanks! )

avatar image senc01a · Aug 19, 2014 at 04:10 PM 0
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Why would it not affect the character controller?

avatar image HexadimensionalerAlp · Aug 19, 2014 at 08:57 PM 0
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I don't know but when you make a pausemenu for example you have to disable the sripts. Before that I was able to move my player though I set timescale to 0.

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Answer by misterPantoni · Aug 20, 2014 at 06:56 AM

Add this little Script to your Particle System, and it will run independent of TimeScale:

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(ParticleSystem))]
 public class ParticleController : MonoBehaviour
 {
     private ParticleSystem pSystem;
 
     public void Awake()
     {
         pSystem = gameObject.GetComponent<ParticleSystem>();
     }
 
     public void Play(){
         pSystem.Simulate(Time.unscaledDeltaTime,true,true);
     }
 
     public void Update()
     {
         pSystem.Simulate(Time.unscaledDeltaTime,true,false);
     }
 }

You can play the Particles by callind the "Play()" function, if you need a one-Shot Play.

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