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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?

EDIT

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

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  • \$\begingroup\$ watcha making? just curious \$\endgroup\$
    – Evorlor
    Aug 23, 2018 at 12:07
  • \$\begingroup\$ Time.timeScale = float.epsilon; is a hack that I have done in the past. \$\endgroup\$
    – Evorlor
    Aug 23, 2018 at 12:11
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    \$\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, 2018 at 16:20

1 Answer 1

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Turn off auto physics simulation:

https://docs.unity3d.com/ScriptReference/Physics-autoSimulation.html

Or if you happen to be doing 2D:

https://docs.unity3d.com/ScriptReference/Physics2D-autoSimulation.html

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