u/Lily-Pad_2003

localphysicsscene.simulate is not simulating physics correctly

localphysicsscene.simulate is not simulating physics correctly

https://preview.redd.it/vhz61u13329h1.png?width=890&format=png&auto=webp&s=53dea9b1a29acb3b3f3c6939626b93b8884f4710

i wanted my UI to run when the game is paused (timescale = mathf.epsilon) so i put it in a new scene and manually simulate it from the update function, this to my knowledge should work, but the ui remains paused despite being in that new scene, what am i doing wrong?

any help appreciated :)

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u/Lily-Pad_2003 — 12 days ago
▲ 9 r/UnityHelp+1 crossposts

How can I allow physics based UI elements to move when game is paused?

I basically have a physics based inventory system (similar to the backpack in cairne) but when you open it and time.timescale is set to mathf.epsilon of course the objects don’t move.

My only solutions with this I can think of personally would be to code my own physics system to handle basic gravity and collision for these objects, or to manually have a check for “ispaused” in the UIManager script to disable all scripts inside and stop them moving etc, which sounds very wasteful resource wise.

What are some other possible avenues I could be overlooking, I am more than sure there is a few haha.

Any help appreciated :)

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u/Lily-Pad_2003 — 13 days ago