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Question by SanderAalbers · Feb 26, 2021 at 02:14 PM · movementtimemovement scriptpausepause game

Movement script stops working when time.timescale= 0

Hi! I've got a movement script w$$anonymous$$ch should work when the game is "paused" however it doesn't. Could someone help me figure out why it isn't working when Time.timeScale = 0f? I made sure not to multiply by Time.deltaTime

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [ExecuteAlways]
 
 public class Movement : MonoBehaviour
 {
     public Transform target;
     public float movementSpeed;
 
     public float minZoom;
     public float maxZoom;
     public float minHeight;
     public float maxHeight;
 
     public float objectCameraDistance;
     public float rotateMultiplier = 0.1f;
 
     float angleXZ = 0;
     float height = 0;
 
     void Awake()
     {
         GameObject gameObject = GameObject.Find("Look At");
         target = gameObject.transform;
     }
 
     void Update()
     {
             //ESTABLISH INPUT + INPUT VECTOR
             float horizontalInput = Input.GetAxis("Horizontal");
             float verticalInput = Input.GetAxis("Vertical");
             float zoomInput = Input.GetAxis("Mouse ScrollWheel");
 
             Vector3 inputDirections = new Vector3(horizontalInput, verticalInput, zoomInput).normalized;
 
             //ZOOM
             objectCameraDistance += -inputDirections.z * movementSpeed;
             objectCameraDistance = Mathf.Clamp(objectCameraDistance, minZoom, maxZoom);
             rotateMultiplier = (rotateMultiplier * objectCameraDistance) / objectCameraDistance;
             //transform.position = new Vector3(0, 0, objectCameraDistance);
 
             //HORIZONTAL ROTATION
             angleXZ += inputDirections.x * movementSpeed * rotateMultiplier;
             float positionX = Mathf.Cos(angleXZ) * objectCameraDistance;
             float positionZ = Mathf.Sin(angleXZ) * objectCameraDistance;
 
             //VERTICAL
             height += inputDirections.y * movementSpeed;
             height = Mathf.Clamp(height, minHeight, maxHeight);
 
             //TRANSFORM
             transform.position = new Vector3(positionX, height, positionZ);
             transform.LookAt(target);
     }
 }
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Answer by pauldarius98 · Feb 26, 2021 at 02:30 PM

Update Answer: Input.GetAxis uses Time.deltaTime to smooth the values and when the delta time is 0 the value won't change. Use GetAxisRaw instead but the Sensitivity/Gravity of the axis won't be taken in consideration anymore so most likely you want to post process the axis values yourself

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avatar image SanderAalbers · Feb 26, 2021 at 02:34 PM 0
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avatar image pauldarius98 SanderAalbers · Feb 26, 2021 at 02:40 PM 0
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avatar image SanderAalbers pauldarius98 · Feb 26, 2021 at 02:59 PM 1
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