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hierarchical timescale system

Runtime

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This would allow for user created timescales to be nested within a structure that still allows for global control, whilst easily granting users fine/custom control over individual objects.

This would also require users to bind GameObjects to timescales. This functionality could be provided in the same section as Tag and Layer, and could default to a global parent timescale, ensuring that there is no change to unity's default behavior.

This approach would solve the majority of requests regarding timescale on this forum, and the hierarchical structure fits in nicely with unity's other systems from a logical standpoint.

Comments (1)

  1. F1d876f1b7b30ff81461bb89f3e5b3cc?d=mm

    robusto

    Aug 29, 2017 21:58

    This is very important. An obvious use for this is, when you pause the game and you have an overlay menu that pops up. The game is paused but the overlay menu has running animation and objects that use time scale. A gameplay timeScale layer and menu timeScale layer is needed to do this. It doesn't necessarily have to function the way it was mentioned here, but currently there is only 1 timeScale.

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