- A* version: 5.3.3
- Unity version: 6000.0.30f1
I would like to have some programmatic control over the timestep that is being used by the FollowerEntity when it is calculating it’s update.
It doesn’t seem to use the standard Unity Physics simulation as it’s basis for when to run a step.
It does it’s own thing regardless of me using
Physics.simulationMode = SimulationMode.Script;
Physics2D.simulationMode = SimulationMode2D.Script;
and then calling
float SimFixedDeltaTime = Time.deltaTime * simTimeScale; // simTimeScale is a float e.g. 0.75f
Physics2D.Simulate(SimFixedDeltaTime);
Physics.Simulate(SimFixedDeltaTime);
to adjust the timescale at run time.
It’s not surprising as it’s running on ECS but I wonder if i’m missing some variable or simple option where I could implement this.