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Author Topic: Slow down game and don't loose phisics  (Read 1586 times)

walch

  • Playmaker Newbie
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  • Posts: 1
Slow down game and don't loose phisics
« on: August 20, 2015, 08:37:41 AM »
I work on strategy game and I would like to slow down/ pause the game. Moving and giving orders for units work well with Scale Time function on PlayMaker.

But I would like to shoot balls with phisics like in Brick Shooter Unity tutorial. I did everything like they said in tutorials and balls fly nice but...

When game speed is 100% and I shoot the balls they fly nice and have a range. But when I use pause/ slow down option in game and shoot balls they are slow down (it's good) but they don't fly as far as shooting without pause.
When I hit pause after shoot balls their slow down but have same range like shooting without pause.
Range and velosity of balls are affected only when pause/ slow down is on during shooting.

How can I keep same balls range even when pause button is on?

Kind regards

sebaslive

  • Hero Member
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  • Posts: 572
    • Frame Tale Studios
Re: Slow down game and don't loose phisics
« Reply #1 on: August 20, 2015, 10:27:42 AM »
I believe you would have to make your own physics system which is a challenge, I got https://www.assetstore.unity3d.com/en/#!/content/31225 Chronos to help me out with all these time issues. It has playmaker actions as well.
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


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