#Game objects have micro-sutters when moving on Time.timeScale 0.5
1 messages · Page 1 of 1 (latest)
public void SlowTime(Collider2D powerUp){
StartCoroutine("SlowTimeCoroutine");
Destroy(powerUp.gameObject);
}
IEnumerator SlowTimeCoroutine(){
Time.timeScale = Time.timeScale * timeScaleModifier;
yield return new WaitForSeconds(3f);
Time.timeScale = baseTimeScale;
}
float baseTimeScale = 1f;
float timeScaleModifier = 0.5f;
The problem is, that everything is not looking smooth when moving while slow-mo is active
Maybe the lack of interpolation on your Rigidbody is showing better with smaller timescale
At this moment everything has set None
Side note, use StartCoroutine(SlowTimeCoroutine()) instead of that string version
Should I change it?
You should try setting it to Interpolation
Ok, one second
As rigidbodies will be updated only during physics steps, not every rendered frame, interpolation will visually smooth the object's position+rotation between those physics steps