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Question by GREYSETH · Aug 16, 2020 at 02:57 AM · physicsrigidbodytime.deltatimerigidbody.addforceslowmotion

Add force in slow motion

So I was making a slowed down effect on my game that has physical shooting. When I shoot in normal time, it worked perfectly, but when I use slow motion(from brackeys' video) it changes the delta time value as well so when I shoot, no matter how big the force is it will barely even move. I tried multiplying the force with Time.unscaledDeltaTime instead of Time.deltaTime (it worked for my other game) but it doesn't work. So anyone know what's the problem? The timeScale is 0.05 and the force is about 80.000 btw

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Answer by FlaSh-G · Aug 16, 2020 at 07:13 AM

It sounds like you're trying to apply an impulse to your object, rather than a constant force? In that case, don't apply any deltaTime at all, as the initial impulse should be the same no matter how long the previous frame took to compute.

In addition, since it sounds like you're not using FixedUpdate - always use FixedUpdate for physics, and possibly more.

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avatar image GREYSETH · Aug 16, 2020 at 08:52 AM 0
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Ah, i totally forgot that everything that's physics related needs to be put in fixed update. No wonder it worked for my other game. Well thanks so much, your answer really helped :).

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