Slow down time Unity3d Mecanim











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I am trying to slow down and ultimately stop it, i have a script that slows down timeScale however with that my player using mecanim also slows down.



I have created a TimeController.cs
that will allow me to keep track of time by having a alternative deltaTime as the player can use for variable,



public class TimeController : MonoBehaviour {

private float oldTimeSinceStart;
public float deltaTime;

void LateUpdate () {
float timeSinceStart = Time.realtimeSinceStartup;
deltaTime = timeSinceStart - oldTimeSinceStart;
oldTimeSinceStart = timeSinceStart;

if (Input.GetButton("BulletTime"))
{
if (Time.timeScale > 0.01)
{
Time.timeScale -= 0.004f;
}
}
else
{
if (Time.timeScale < 1)
{
Time.timeScale += 0.01f;
}
}
}
}


From this point i thought about using Animator Update to set the mecanim logic driven speed for player speed and animation speed, however i dont seem to be able,
When using Animator.Update(MyTimeController.deltaTime);
It seems to run at variable speed, as if the Animator has a second input somewhere.



is there away around this? can you isolate the timeScale from the player/mecanim and have it look at another Time class for input variables?



So time slows down for the world but not the player, think clockstoppers!










share|improve this question
























  • @Bart, following my example? :-p
    – Steven
    Mar 22 '14 at 19:58






  • 1




    Ha @Steven, isn't the first, won't be the last. ;)
    – Bart
    Mar 22 '14 at 20:06















up vote
0
down vote

favorite












I am trying to slow down and ultimately stop it, i have a script that slows down timeScale however with that my player using mecanim also slows down.



I have created a TimeController.cs
that will allow me to keep track of time by having a alternative deltaTime as the player can use for variable,



public class TimeController : MonoBehaviour {

private float oldTimeSinceStart;
public float deltaTime;

void LateUpdate () {
float timeSinceStart = Time.realtimeSinceStartup;
deltaTime = timeSinceStart - oldTimeSinceStart;
oldTimeSinceStart = timeSinceStart;

if (Input.GetButton("BulletTime"))
{
if (Time.timeScale > 0.01)
{
Time.timeScale -= 0.004f;
}
}
else
{
if (Time.timeScale < 1)
{
Time.timeScale += 0.01f;
}
}
}
}


From this point i thought about using Animator Update to set the mecanim logic driven speed for player speed and animation speed, however i dont seem to be able,
When using Animator.Update(MyTimeController.deltaTime);
It seems to run at variable speed, as if the Animator has a second input somewhere.



is there away around this? can you isolate the timeScale from the player/mecanim and have it look at another Time class for input variables?



So time slows down for the world but not the player, think clockstoppers!










share|improve this question
























  • @Bart, following my example? :-p
    – Steven
    Mar 22 '14 at 19:58






  • 1




    Ha @Steven, isn't the first, won't be the last. ;)
    – Bart
    Mar 22 '14 at 20:06













up vote
0
down vote

favorite









up vote
0
down vote

favorite











I am trying to slow down and ultimately stop it, i have a script that slows down timeScale however with that my player using mecanim also slows down.



I have created a TimeController.cs
that will allow me to keep track of time by having a alternative deltaTime as the player can use for variable,



public class TimeController : MonoBehaviour {

private float oldTimeSinceStart;
public float deltaTime;

void LateUpdate () {
float timeSinceStart = Time.realtimeSinceStartup;
deltaTime = timeSinceStart - oldTimeSinceStart;
oldTimeSinceStart = timeSinceStart;

if (Input.GetButton("BulletTime"))
{
if (Time.timeScale > 0.01)
{
Time.timeScale -= 0.004f;
}
}
else
{
if (Time.timeScale < 1)
{
Time.timeScale += 0.01f;
}
}
}
}


From this point i thought about using Animator Update to set the mecanim logic driven speed for player speed and animation speed, however i dont seem to be able,
When using Animator.Update(MyTimeController.deltaTime);
It seems to run at variable speed, as if the Animator has a second input somewhere.



is there away around this? can you isolate the timeScale from the player/mecanim and have it look at another Time class for input variables?



So time slows down for the world but not the player, think clockstoppers!










share|improve this question















I am trying to slow down and ultimately stop it, i have a script that slows down timeScale however with that my player using mecanim also slows down.



I have created a TimeController.cs
that will allow me to keep track of time by having a alternative deltaTime as the player can use for variable,



public class TimeController : MonoBehaviour {

private float oldTimeSinceStart;
public float deltaTime;

void LateUpdate () {
float timeSinceStart = Time.realtimeSinceStartup;
deltaTime = timeSinceStart - oldTimeSinceStart;
oldTimeSinceStart = timeSinceStart;

if (Input.GetButton("BulletTime"))
{
if (Time.timeScale > 0.01)
{
Time.timeScale -= 0.004f;
}
}
else
{
if (Time.timeScale < 1)
{
Time.timeScale += 0.01f;
}
}
}
}


From this point i thought about using Animator Update to set the mecanim logic driven speed for player speed and animation speed, however i dont seem to be able,
When using Animator.Update(MyTimeController.deltaTime);
It seems to run at variable speed, as if the Animator has a second input somewhere.



is there away around this? can you isolate the timeScale from the player/mecanim and have it look at another Time class for input variables?



So time slows down for the world but not the player, think clockstoppers!







c# time unity3d






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share|improve this question













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edited Mar 27 '14 at 10:14

























asked Mar 22 '14 at 18:30









Theodor Solbjørg

556515




556515












  • @Bart, following my example? :-p
    – Steven
    Mar 22 '14 at 19:58






  • 1




    Ha @Steven, isn't the first, won't be the last. ;)
    – Bart
    Mar 22 '14 at 20:06


















  • @Bart, following my example? :-p
    – Steven
    Mar 22 '14 at 19:58






  • 1




    Ha @Steven, isn't the first, won't be the last. ;)
    – Bart
    Mar 22 '14 at 20:06
















@Bart, following my example? :-p
– Steven
Mar 22 '14 at 19:58




@Bart, following my example? :-p
– Steven
Mar 22 '14 at 19:58




1




1




Ha @Steven, isn't the first, won't be the last. ;)
– Bart
Mar 22 '14 at 20:06




Ha @Steven, isn't the first, won't be the last. ;)
– Bart
Mar 22 '14 at 20:06












2 Answers
2






active

oldest

votes

















up vote
0
down vote













As Felype mentioned, you can use Animator Component, I usually get the Animator component and then use <animator_object>[<animation_clip_object.name>].speed. For speed, value of 1 means normal speed.






share|improve this answer




























    up vote
    0
    down vote













    Acording to Unity Documentation there's this animation speed property in the animator object:



    https://docs.unity3d.com/Documentation/ScriptReference/Animator-speed.html



    Try using
    <yourgameobjecthere>.getComponent<Animator>().speed = Time.timescale; right after you set the time scale.



    I'm not sure the animation speed is applied correctly during an animation tho.






    share|improve this answer























    • true, but that still doesnt keep the player at normal speed but sets him to timeScale speed, if time is slowed down by 50% the character should stay normal, as if time doesnt slow down for the player but the world around him, think clockstoppers.
      – Theodor Solbjørg
      Mar 27 '14 at 10:13






    • 1




      My thought was about, if we reduce timescale to 0.5, character speed should go to 2.0 theoretically, thus 1/0.5 = 2.0, if we decrease timescale to 0.25, character speed goes to 1/0.25 = 4.0. Not sure if this would work in practice tho.
      – Felype
      May 30 '14 at 16:12








    • 1




      shoud be fixed. 1/Time.timescale -> Time.timescale
      – Jinbom Heo
      May 28 at 6:48











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    2 Answers
    2






    active

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    2 Answers
    2






    active

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    oldest

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    active

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    up vote
    0
    down vote













    As Felype mentioned, you can use Animator Component, I usually get the Animator component and then use <animator_object>[<animation_clip_object.name>].speed. For speed, value of 1 means normal speed.






    share|improve this answer

























      up vote
      0
      down vote













      As Felype mentioned, you can use Animator Component, I usually get the Animator component and then use <animator_object>[<animation_clip_object.name>].speed. For speed, value of 1 means normal speed.






      share|improve this answer























        up vote
        0
        down vote










        up vote
        0
        down vote









        As Felype mentioned, you can use Animator Component, I usually get the Animator component and then use <animator_object>[<animation_clip_object.name>].speed. For speed, value of 1 means normal speed.






        share|improve this answer












        As Felype mentioned, you can use Animator Component, I usually get the Animator component and then use <animator_object>[<animation_clip_object.name>].speed. For speed, value of 1 means normal speed.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Mar 23 '14 at 6:20









        Karthik

        12113




        12113
























            up vote
            0
            down vote













            Acording to Unity Documentation there's this animation speed property in the animator object:



            https://docs.unity3d.com/Documentation/ScriptReference/Animator-speed.html



            Try using
            <yourgameobjecthere>.getComponent<Animator>().speed = Time.timescale; right after you set the time scale.



            I'm not sure the animation speed is applied correctly during an animation tho.






            share|improve this answer























            • true, but that still doesnt keep the player at normal speed but sets him to timeScale speed, if time is slowed down by 50% the character should stay normal, as if time doesnt slow down for the player but the world around him, think clockstoppers.
              – Theodor Solbjørg
              Mar 27 '14 at 10:13






            • 1




              My thought was about, if we reduce timescale to 0.5, character speed should go to 2.0 theoretically, thus 1/0.5 = 2.0, if we decrease timescale to 0.25, character speed goes to 1/0.25 = 4.0. Not sure if this would work in practice tho.
              – Felype
              May 30 '14 at 16:12








            • 1




              shoud be fixed. 1/Time.timescale -> Time.timescale
              – Jinbom Heo
              May 28 at 6:48















            up vote
            0
            down vote













            Acording to Unity Documentation there's this animation speed property in the animator object:



            https://docs.unity3d.com/Documentation/ScriptReference/Animator-speed.html



            Try using
            <yourgameobjecthere>.getComponent<Animator>().speed = Time.timescale; right after you set the time scale.



            I'm not sure the animation speed is applied correctly during an animation tho.






            share|improve this answer























            • true, but that still doesnt keep the player at normal speed but sets him to timeScale speed, if time is slowed down by 50% the character should stay normal, as if time doesnt slow down for the player but the world around him, think clockstoppers.
              – Theodor Solbjørg
              Mar 27 '14 at 10:13






            • 1




              My thought was about, if we reduce timescale to 0.5, character speed should go to 2.0 theoretically, thus 1/0.5 = 2.0, if we decrease timescale to 0.25, character speed goes to 1/0.25 = 4.0. Not sure if this would work in practice tho.
              – Felype
              May 30 '14 at 16:12








            • 1




              shoud be fixed. 1/Time.timescale -> Time.timescale
              – Jinbom Heo
              May 28 at 6:48













            up vote
            0
            down vote










            up vote
            0
            down vote









            Acording to Unity Documentation there's this animation speed property in the animator object:



            https://docs.unity3d.com/Documentation/ScriptReference/Animator-speed.html



            Try using
            <yourgameobjecthere>.getComponent<Animator>().speed = Time.timescale; right after you set the time scale.



            I'm not sure the animation speed is applied correctly during an animation tho.






            share|improve this answer














            Acording to Unity Documentation there's this animation speed property in the animator object:



            https://docs.unity3d.com/Documentation/ScriptReference/Animator-speed.html



            Try using
            <yourgameobjecthere>.getComponent<Animator>().speed = Time.timescale; right after you set the time scale.



            I'm not sure the animation speed is applied correctly during an animation tho.







            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited Jun 4 at 14:08

























            answered Mar 22 '14 at 20:23









            Felype

            1,7081326




            1,7081326












            • true, but that still doesnt keep the player at normal speed but sets him to timeScale speed, if time is slowed down by 50% the character should stay normal, as if time doesnt slow down for the player but the world around him, think clockstoppers.
              – Theodor Solbjørg
              Mar 27 '14 at 10:13






            • 1




              My thought was about, if we reduce timescale to 0.5, character speed should go to 2.0 theoretically, thus 1/0.5 = 2.0, if we decrease timescale to 0.25, character speed goes to 1/0.25 = 4.0. Not sure if this would work in practice tho.
              – Felype
              May 30 '14 at 16:12








            • 1




              shoud be fixed. 1/Time.timescale -> Time.timescale
              – Jinbom Heo
              May 28 at 6:48


















            • true, but that still doesnt keep the player at normal speed but sets him to timeScale speed, if time is slowed down by 50% the character should stay normal, as if time doesnt slow down for the player but the world around him, think clockstoppers.
              – Theodor Solbjørg
              Mar 27 '14 at 10:13






            • 1




              My thought was about, if we reduce timescale to 0.5, character speed should go to 2.0 theoretically, thus 1/0.5 = 2.0, if we decrease timescale to 0.25, character speed goes to 1/0.25 = 4.0. Not sure if this would work in practice tho.
              – Felype
              May 30 '14 at 16:12








            • 1




              shoud be fixed. 1/Time.timescale -> Time.timescale
              – Jinbom Heo
              May 28 at 6:48
















            true, but that still doesnt keep the player at normal speed but sets him to timeScale speed, if time is slowed down by 50% the character should stay normal, as if time doesnt slow down for the player but the world around him, think clockstoppers.
            – Theodor Solbjørg
            Mar 27 '14 at 10:13




            true, but that still doesnt keep the player at normal speed but sets him to timeScale speed, if time is slowed down by 50% the character should stay normal, as if time doesnt slow down for the player but the world around him, think clockstoppers.
            – Theodor Solbjørg
            Mar 27 '14 at 10:13




            1




            1




            My thought was about, if we reduce timescale to 0.5, character speed should go to 2.0 theoretically, thus 1/0.5 = 2.0, if we decrease timescale to 0.25, character speed goes to 1/0.25 = 4.0. Not sure if this would work in practice tho.
            – Felype
            May 30 '14 at 16:12






            My thought was about, if we reduce timescale to 0.5, character speed should go to 2.0 theoretically, thus 1/0.5 = 2.0, if we decrease timescale to 0.25, character speed goes to 1/0.25 = 4.0. Not sure if this would work in practice tho.
            – Felype
            May 30 '14 at 16:12






            1




            1




            shoud be fixed. 1/Time.timescale -> Time.timescale
            – Jinbom Heo
            May 28 at 6:48




            shoud be fixed. 1/Time.timescale -> Time.timescale
            – Jinbom Heo
            May 28 at 6:48


















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