Time.timeScale = 0 obviously works to stop physics but it's also stoping my Invoke calls. How can I get around this to pause ONLY the game physics?


Temporarily I'm using isKinematic = true on all of my rigid body objects via event trigger.

  • \$\begingroup\$ watcha making? just curious \$\endgroup\$ – Evorlor Aug 23 '18 at 12:07
  • \$\begingroup\$ Time.timeScale = float.epsilon; is a hack that I have done in the past. \$\endgroup\$ – Evorlor Aug 23 '18 at 12:11
  • 1
    \$\begingroup\$ @Evorlor it's a limited augmented reality prototype. I want the scene to setup but keep all physics paused while the get-eady timer counts down at which point everything because active \$\endgroup\$ – Jacksonkr Aug 30 '18 at 16:20

Turn off auto physics simulation:


Or if you happen to be doing 2D:



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