Table of Contents
Implementing a Time Slow-Down Effect in Unity
Creating a time slow-down effect where everything except the player is affected in Unity involves manipulating the Time.timeScale
property. Here’s a step-by-step guide to achieve this effect:
Step 1: Basic Slow-Down Setup
Initially, you can set up the time slow-down effect by adjusting the Time.timeScale
value. For example, setting Time.timeScale = 0.5f;
will slow down time by half. However, this affects all objects and animations globally.
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Step 2: Excluding the Player
To exclude the player, you’ll need to adjust the player’s movement and animations independently via a multiplier or separate time control. Here’s a basic example:
public class PlayerController : MonoBehaviour { public float speed = 5.0f; void Update() { float moveHorizontal = Input.GetAxis("Horizontal"); float moveVertical = Input.GetAxis("Vertical"); Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical); // Multiply by Time.unscaledDeltaTime to maintain normal player movement transform.Translate(movement * speed * Time.unscaledDeltaTime, Space.World); } }
Step 3: Handling Animations
Animations also need to be adjusted by using an unscaled time approach within the Animation Controller. Set Animator.updateMode = AnimatorUpdateMode.UnscaledTime;
to ensure animations remain smooth during the slow-down effect.
Step 4: Adjusting Game Physics
Physics calculations can be kept on a constant rate irrespective of Time.timeScale
by setting Time.fixedDeltaTime
based on the unscaled time. An example adjustment can be:
Time.fixedDeltaTime = 0.02f * Time.timeScale;
This ensures that while time is slowed, physics simulations continue smoothly without jitter.
Step 5: Transition Effects
To make transitions smooth, interpolate the time scale gradually over a few frames. For instance:
private IEnumerator SlowTime() { float targetScale = 0.5f; float rate = 1.0f; while (Mathf.Abs(Time.timeScale - targetScale) > 0.01f) { Time.timeScale = Mathf.Lerp(Time.timeScale, targetScale, rate * Time.unscaledDeltaTime); yield return null; } Time.timeScale = targetScale; }
This coroutine gradually adjusts the time scale to make the slow-down effect seamless.
Implementing these steps will help create a responsive slow-down effect in Unity, where only specific elements, such as the player, maintain normal speeds.