RSBDOCS
API reference

BulletTimeUtility

Control virtual bullet speed and understand actual-time helpers.

Source: src/BulletTime/BulletTimeUtility.cs. All methods are static.

MethodBehaviour
Vector3 GetRandomVector(Vector3 min, Vector3 max)Random per-axis values between the supplied bounds.
float GetRandomNegation()Returns either -1 or +1.
void SetVirtualTimescale(float ts)Set the system's cinematic bullet-speed multiplier.
void ResetVirtualTimescale()Reset that multiplier to 1.
void SetActualTimescale(float ts)Set Time.timeScale and multiply Time.fixedDeltaTime by ts.
void ResetActualTimescale()Divide fixedDeltaTime by the current timescale, then set timeScale to 1.

Use the virtual methods for bullet-time effects. Actual-time setup/reset is managed by the ballistics system. The actual-time methods are not a general pause stack: repeated calls compound fixedDeltaTime changes, and resetting from zero would divide by zero.

The default normal timescale is a private constant set to 1. Integrate explicitly if your game normally runs at another scale. Use unscaled time for cinematic camera interpolation.