The scale at which the time is passing. This can be used for slow motion effects.
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.
When timeScale
is set to zero the game is basically paused if all your functions are
frame rate independent.
Except for realtimeSinceStartup, timeScale
affects all the time and delta time measuring variables of the Time class.
If you lower timeScale
it is recommended to also lower Time.fixedDeltaTime by the same amount.
FixedUpdate functions will not be called when timeScale
is set to zero.
// Toggles the time scale between 1 and 0.7 // whenever the user hits the Fire1 button. function Update () { if (Input.GetButtonDown ("Fire1")) { if (Time.timeScale == 1.0) Time.timeScale = 0.7; else Time.timeScale = 1.0; // Adjust fixed delta time according to timescale // The fixed delta time will now be 0.02 frames per real-time second Time.fixedDeltaTime = 0.02 * Time.timeScale; } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Update() { if (Input.GetButtonDown("Fire1")) { if (Time.timeScale == 1.0F) Time.timeScale = 0.7F; else Time.timeScale = 1.0F; Time.fixedDeltaTime = 0.02F * Time.timeScale; } } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Update() as void: if Input.GetButtonDown('Fire1'): if Time.timeScale == 1.0F: Time.timeScale = 0.7F else: Time.timeScale = 1.0F Time.fixedDeltaTime = (0.02F * Time.timeScale)