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Question by paulmario777 · Oct 15, 2017 at 06:33 PM · timeaddforceball

Please Help! Problems With AddRelativeForce in slow motion

Hi, Here is my code for slow-motion (based off of the brackeys tutorial):

 public float slowTime = 2.0f;

 public float slowAmount = 0.01f;

 public bool turnOn = false;

 public GameObject shooter;

 void Update(){
     if (Input.GetKeyDown (KeyCode.E)) {
         turnOn = !turnOn;
         if (turnOn) {
             SlowMotion ();
         } else {
             NormalSpeed ();
         }
         }
 }


 public void SlowMotion(){
     Time.timeScale = slowAmount;
     Time.maximumDeltaTime = Time.timeScale * slowAmount;
     Time.fixedDeltaTime= Time.timeScale * slowAmount;
         //Debug.Log ("Clicked");
     }

 public void NormalSpeed(){
     Time.timeScale = 1.0f;
     Time.fixedDeltaTime = Time.timeScale * 0.01f;
     //Debug.Log ("Clicked");
 }

Here is my code for shooting balls: public Rigidbody Bullet;

 public float Force = 5000.0f;

 public float ballsShot = 0.0f;

 public GameObject cam;

 public void Update () {
     if(Input.GetButtonDown("Fire1")){
         var clone = Instantiate (Bullet, transform.position, transform.rotation);
         clone.AddRelativeForce (new Vector3 (0.0f, 0.0f, Force));

         if (cam.GetComponent<SlowMo> ().turnOn == false) {
             //clone.AddRelativeForce (new Vector3 (0.0f, 0.0f, Force*10));
         }

         Destroy (clone, 50.0f);
         ballsShot++;
     }
 }

The slow-mo works perfectly fine, this is not an error with "laggy" slow-motion or anything like that... However, whenever I shoot the ball in slow-motion, I expect it to go flying forward like it would in non-slow motion... but instead it just falls to the ground as if no force was being added.

I would really, really, really, appreciate any answer/solution to this problem!

Thanks in advance!

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Answer by fumetsuhito95 · Jul 29, 2020 at 09:00 AM

I know it has been 3 years since the question has been asked.

But I faced the same problem and found the solution.

The solution is to multiply the force you are applying (input of the add force function) by the time reduction factor. So if you slowed time by a factor of 20, you multiply the force by a factor of 20.

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