API reference
BulletTimeUtility
Control virtual bullet speed and understand actual-time helpers.
Source: src/BulletTime/BulletTimeUtility.cs. All methods are static.
| Method | Behaviour |
|---|---|
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.