RSBDOCS
Getting startedBullet time

Bullet time effects

Prepare the system, target, visible bullet and camera.

Bullet time replays a simulated shot with a visible bullet and a cinematic camera. RSB provides a stage editor and sample presets, plus events for writing your own camera logic.

Enable Bullet Time on the scene system. Set Chance % to 1 while testing and choose a Min Distance shorter than the distance to your target. The runtime requires the hit distance to be strictly greater than that minimum.

All of these must be present:

  1. An active BulletTimeTarget on the hit transform.
  2. A visible bullet object and a starting transform passed to the firing call.
  3. An enabled camera controller subscribed to EBulletTimeStarted, such as BulletTimeCameraDefault.
  4. A valid camera effect with at least one enabled stage and a progressing virtual timescale.

During the sequence, RSB lowers Unity's actual timescale to 0.01 and moves the bullet using unscaled time multiplied by its own virtual timescale. New shots are ignored until bullet time ends. Your AI, controls and camera systems should respond to the bullet-time lifecycle as appropriate.

After the path finishes, the configured waits run before timescale reset and sequence end. The utility resets actual time to 1; projects with a different normal timescale need a deliberate integration.