Infinity PBR by Magic Pig Games
  • Infinity PBR Documentation
  • Game Modules 4
    • ➡️Quick Start
    • 📽️Video Tutorials
      • Quick Start: Creating Game Module Objects
      • Automating Start Actions on GameModulesActor
      • Inflicting Damage with Conditions
      • Updating UI (and more) with Blackboard Notes
      • Dynamic Menus with Item Objects and Dictionaries
      • Create Custom Quest Rewards
      • Save and Load Game Data
      • Stats: Deep Dive
      • Items: Deep Dive
      • Conditions: Deep Dive
      • First Person Movement
      • Tutorial: "Overheal" Effect with Condition & Stats
      • Tutorial: Create a Character & Actor Class Inheriting from GameModulesActor
    • 👀Game Modules Viewer
      • Viewer: Dictionaries
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      • Viewer: ItemAttribute / GameItemAttributeList
      • Viewer: Condition / GameConditionList
      • Viewer: Quest / GameQuestList
    • V4 Migration Tips
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        • Get() Methods
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        • Contains() Methods
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        • Count() Methods
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        • Remove() Methods
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        • GameStatList
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      • Blackboard
        • Blackboard.cs
        • Blackboard Follower
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        • Blackboard Values
        • Tips & Tricks
          • Use extension methods to check BlackboardNotes (or events)
      • Stats
        • IHaveStats
        • Stat.cs
        • GameStat.cs
        • GameStatList.cs
        • Mastery Levels
      • Loot
        • LootItems.cs
        • LootBox.cs
        • GameLootBox.cs
        • Generating & Handling Loot
        • Custom Loot Generation Algorithm
      • Items
        • ItemObject.cs
          • Manage Item Objects
          • Allowed Item Attributes
          • Starting Item Attributes
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            • Variables Methods
        • GameItemObject.cs
        • GameItemObjectList.cs
        • ItemAttribute.cs
          • Manage Item Attributes
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        • GameItemAttribute.cs
        • GameItemAttributeList.cs
        • Code Examples
      • Conditions
        • Condition.cs
          • Main Settings
          • Condition Time
          • Effects on Points
        • GameCondition.cs
        • GameConditionList.cs
        • Expiration Condition Handler
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      • Quests
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          • Create a Custom Quest Condition
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          • Create a Custom Quest Reward
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          • Push the Button
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          • Rescue the Puppy
      • Voices
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        • Voice.cs
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      • Save and Load
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        • Making objects saveable
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    • Game Module "Systems"
      • Drag-and-Drop Inventory System
        • Scripts
          • PanelManager
          • OnScreenItem
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        • Setup Your Scene
      • First Person Movement
      • Character Creation
    • Game Module Demo Projects
      • Party Based RPG
        • Title Scene
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    • Magic Time for Game Modules
  • ✨Northstar Tracking System
    • ✅Overview & Quickstart
      • ➡️Quick Start
      • 🫐Demo Scene
      • 🛠️Customizing & Overriding
        • Create a Custom Navigation Bar
        • Create a Custom Compass / Radar
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      • Tracked Target Overlay
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  • 🚀Projectile Factory
    • 👀Overview & Quickstart
      • ➡️Quick Start Guide
        • Create Your First Projectile
        • Add Projectile Factory & Create a Projectile Spawner
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      • 💡FAQs + Important Reminders
    • Game Modules 4 Integration
      • Projectiles with TimeMod
    • Magic Time for Projectile Factory
    • ✅3rd Party Particle Integrations [16]
      • ▶️Archanor VFX [5]
        • Sci-Fi Arsenal
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      • ▶️Gabriel Aguiar Prod [2]
        • Unique Projectiles Vol. 1
        • Unique Projectiles Vol. 2
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        • Toon Projectiles 2
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        • AAA Projectiles Vol. 2
      • ▶️kripto289 [1]
        • Realistic Effects Pack 4
      • ▶️FORGE3D [1]
        • Sci-Fi Effects
      • ▶️Knife [1]
        • PRO Effects - Sci-Fi Shooter FX
      • ▶️Jean Moreno [1]
        • Cartoon FX Remastered
      • ▶️Synty Studios [1]
        • 🟡Synty Studios Particles
    • Projectile Factory Documentation
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        • Projectile Spawner Code
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        • Spawn Behavior Code
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        • Toggle Objects At Events Observer Object
      • 👩‍💼Factory Manager
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      • Helper Tools
        • Projectiles Quick Editor
        • Set Trail Auto Destroy to False
        • Set Layer of All Projectiles
        • Remove Colliders
      • Additional Scripts
        • Destroy or Pool Object
        • Project Force
        • Raycast Shooter + Handlers
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  • Additional Systems & Tools
    • 🎨Runtime Color Sampler
      • Quick Start
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        • Sampler Sphere
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    • 🙎‍♀️Portrait Avatars
      • Setup
        • Create a Portrait Avatar
        • Create a UI Portrait
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        • Scripting
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      • Portrait2D
      • Portrait UI
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      • Important Considerations
    • 🎛️Audio Clip Combiner
    • 🌈Color Shifter
    • 🛠️Support Classes
      • Utilities.cs
      • InfinityExtensions.cs
  • ⌛Magic Time - Local Time Scale
    • Overview
    • ➡️Quick Start
    • 🛠️Integrations
    • 💡FAQ
    • Local Time Scale
      • Local Time Scale Scripting
    • Magic Time Manager
      • Magic Time Manager Scripting
    • Magic Time User
      • IHaveLocalTime
      • Magic Time User Scripting
      • Additional "Magic Time User" Components
    • Time Zone
  • Equipment Systems
    • Overview
    • Blend Shapes Manager
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    • Prefab and Object Manager
      • Humanoid Demo & Setup
      • EquipmentObject.cs
      • Prefab Groups
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      • Scripting Examples
    • Wardrobe Prefab Manager
  • 📽️General Tutorials
    • Quick 3rd Person Controller
  • ⚔️Legend of the Stones
    • Actors, Players, NPCs
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      • Game State
  • External Links
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On this page
  • Creating and Using LocalTimeScale
  • 1️⃣ Create a Local Time Scale Scriptable Object
  • 2️⃣ Magic Time User and IUseMagicTime
  • 3️⃣ Create at Runtime
  • Events & UnityEvents
  • Subscribing to Unity Events at Runtime
  • Subscribing to the Events at Runtime
  • Additional Scripting

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  1. Magic Time - Local Time Scale

Local Time Scale

v1.0

PreviousFAQNextLocal Time Scale Scripting

Last updated 8 months ago

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Creating and Using LocalTimeScale

The LocalTimeScale class is the thing that helps objects determine their final TimeScale value. There are three main ways you'll utilize Local Time Scale objects.

1️⃣ Create a Local Time Scale Scriptable Object

Right click in your project and select Create/Magic Time/Time Scale to create a new Scriptable Object.

With this pattern, all objects will be accessing the same runtime instance of these LocalTimeScale objects. Use this for "Global" scales, as well as time scales that are meant to effect specific types of objects, such as "Enemies" or "Projectiles".

2️⃣ Magic Time User and IUseMagicTime

Any object that will be changing its time scale using Magic Time should implement IUseMagicTime. Inheriting from MagicTimeUser is likely a great option most of the time.

3️⃣ Create at Runtime

Simialr to the Time Zone objects, creating your own LocalTimeScale enables more options and flexibility to help create the in-game experience you're looking for.

Events & UnityEvents

Each LocalTimeScale includes UnityEvents and other events you can subscribe to.

Subscribing to Unity Events at Runtime

Since these objects are Scriptable Objects, in most cases you'll need to subscribe to the UnityEvents at runtime, specifically subscribing to the instance of the Scriptable Object that is created at runtime. Your object should reference the LocalTimeScale and add itself as a listener.

// Your script which wants to subscribe to the UnityEvent
LocalTimeScale localTimeScale;
localTimeScale.OnTimeScaleChangedUnityEvent.AddListener(OnTimeScaleChanged);

// Note the UnityEvent only provides the float value
public void OnTimeScaleChanged(float value)
{
    Debug.Log($"The new value is {value}");
}

Subscribing to the Events at Runtime

The Events also include the LocalTimeScale object, which is useful if you have one object that is subscribed to multiple LocalTimeScale objects, and needs to know which one called the event.

// Your script which wants to subscribe to the Event
LocalTimeScale localTimeScale;
localTimeScale.OnTimeScaleChanged += OnTimeScaleChanged;

// This event also tells you which object triggered it
public void OnTimeScaleChanged(float value, LocalTimeScale localTimeScale)
{
    HandleChangedTimeScaleValues(localTimeScale); // Do something!
}

Additional Scripting

Often the pre-created objects will populate the and lists of "Initial Time Scales".

The interface is implemented by . Each Magic Time User object will automatically create its own LocalTimeScale, which you can think of as that objects internal clock.

LocalTimeScale objects can be created at runtime as well. Classes like the demonstrate how this can be done.

Be sure to check out the page with examples on how to use this class.

⌛
Magic Time Manager
Magic Time User
IHaveLocalTime
MagicTimeUser
TimeZone
Local Time Scale Scripting
Local Time Scale Scripting
A "Global" LocalTimeScale can be used to handle game-wide time scaling, including pausing.