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
      • Viewer: Stat / GameStatList
      • Viewer: ItemObject / GameItemObjectList
      • Viewer: ItemAttribute / GameItemAttributeList
      • Viewer: Condition / GameConditionList
      • Viewer: Quest / GameQuestList
    • V4 Migration Tips
      • Introducing GameModulesActor
      • Interfaces
      • No More Tick*
      • Dictionaries
      • Repositories
      • Tips from Upgrading "Legend of the Stones"
    • Important Information
      • Game Modules Overview
      • Inherit from GameModulesActor
      • Things to not forget to do
      • Bugs, Backups, and Demos
      • FAQ / Tips & Tricks
      • Required Prefabs
      • Game Module Repository
      • Release Notes
    • Module Documentation
      • Game Modules Actor
      • Game Module "Lists"
        • Get() Methods
          • GameStatList Get() Methods
          • GameItemObjectList Get() Methods
          • GameItemAttribute Get() Methods
          • GameConditionList Get() Methods
          • GameQuestList Get() Methods
        • Contains() Methods
          • GameStatList Contains() Methods
          • GameItemObjectList Contains() Methods
          • GameItemAttributeList Contains() Methods
          • GameConditionList Contains() Methods
          • GameQuestList Contains() Methods
        • Count() Methods
          • GameStatList Count() Methods
          • GameItemObjectList Count() Methods
          • GameItemAttributeList Count() Methods
          • GameConditionList Count() Methods
          • GameQuestList Count() Methods
        • Remove() Methods
          • GameStatList Remove() Methods
          • GameItemObjectList Remove() Methods
          • GameItemAttributeList Remove() Methods
          • GameConditionList Remove() Methods
          • GameQuestList Remove() Methods
        • GameStatList
        • GameItemObjectList
        • GameItemAttributeList
        • GameQuestList
        • GameConditionList
      • Blackboard
        • Blackboard.cs
        • Blackboard Follower
        • Blackboard Note
        • Blackboard Event
        • 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
          • Item Attribute Variables
            • Variables Methods
        • GameItemObject.cs
        • GameItemObjectList.cs
        • ItemAttribute.cs
          • Manage Item Attributes
          • General Settings
          • Name Settings
          • Requisite Attributes
        • GameItemAttribute.cs
        • GameItemAttributeList.cs
        • Code Examples
      • Conditions
        • Condition.cs
          • Main Settings
          • Condition Time
          • Effects on Points
        • GameCondition.cs
        • GameConditionList.cs
        • Expiration Condition Handler
        • Code Examples
      • Quests
        • Quest
          • Main Settings
          • Quest Step Settings
        • Quest Steps
        • Quest Conditions
          • Create a Custom Quest Condition
            • Your Quest Condition
            • Your Quest Condition Editor
            • Your Quest Condition Drawer
          • Quest Condition Details
            • Blackboard Value Bool
            • Blackboard Value GameObject
            • Blackboard Value Number
            • Blackboard Value String
            • Final Stat Is
            • Game Condition List Contains
            • Game Item Object List Contains
            • Game Stat List Contains
          • Quest Condition Enums
        • Quest Rewards
          • Create a Custom Quest Reward
            • Your Quest Reward
            • Your Quest Reward Editor
            • Your Quest Reward Drawer
          • Quest Reward Details
            • Point Reward
            • Condition Reward
            • Quest Quest Reward
            • Item Object Reward
          • Custom Quest Reward Handler
        • GameQuest
        • GameQuestList
        • Quest Events
        • Demo Scene Quests
          • Push the Button
          • Add Money
          • Don't Get Poisoned
          • Rescue the Puppy
      • Voices
        • Voices
        • Voice.cs
        • Code Examples
      • Dictionaries
        • Dictionaries Setup
        • Dictionaries Methods
        • KeyValue Methods
        • Save and Load
        • Object Reference
      • Gametime & Timeboard
        • Timeboard
          • Timeboard Events
          • TimeboardFollower
        • Gametime
          • Pause Level
          • Time Options
          • Properties & Methods
        • TimeSpan
        • Code Examples
      • Property Code
      • Lookup Table
      • Save and Load
        • GameList & GameFile
        • Making objects saveable
        • Saving, and Loading
        • BlackboardEvents sent by Save and Load
    • Game Module "Systems"
      • Drag-and-Drop Inventory System
        • Scripts
          • PanelManager
          • OnScreenItem
          • Panel
          • BoxManager
        • Scene & Class Setup
        • Item / Object Setup
        • Item / Inventory Setup
        • Box Setup (Chests, Bags, Other Inventories)
        • Setup Your Scene
      • First Person Movement
      • Character Creation
    • Game Module Demo Projects
      • Party Based RPG
        • Title Scene
        • Character Creation Scene
        • World & Dungeon Scenes
    • 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
        • Runtime Overrides
          • Screen & Edge Overlay
          • Navigation Bar
          • Compass / Radar
      • ☄️Tips & Code Examples
    • Northstar Documentation
      • Global Northstar Settings
      • Northstar Overlay Settings
      • Compass & Radar
        • Compass
        • Radar
      • Northstar Screen Overlay
        • Screen & Edge Overlay
        • Navigation Bar
      • Tracked Target Compass Radar
      • Tracked Target Overlay
        • Types
        • Override Values
      • Overlay Icon
      • Compass Icon
      • Distance Text
  • 🚀Projectile Factory
    • 👀Overview & Quickstart
      • ➡️Quick Start Guide
        • Create Your First Projectile
        • Add Projectile Factory & Create a Projectile Spawner
        • Use 3rd Party Integrations
        • Extending Projectile Factory
        • Making Lasers & Similar Attached Projectiles
      • 💡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
        • Polygon Arsenal
        • Magic Arsenal
        • Retro Arsenal
        • Rainbow Magic
      • ▶️Gabriel Aguiar Prod [2]
        • Unique Projectiles Vol. 1
        • Unique Projectiles Vol. 2
      • ▶️HOVL Studio [4]
        • Toon Projectiles
        • Toon Projectiles 2
        • AAA Stylized Projectiles Vol. 1
        • 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
      • 🔫Projectile Spawner
        • Projectile Spawner Code
      • 🚀Projectile
        • Projectile Code
        • Projectile Data
      • ✨Spawn Behavior
        • Spawn Behavior Code
        • Spawn Behavior Modification
      • 🕊️Behaviors
        • Behavior Examples
      • ⚡Events
      • 👁️Observers, Global Observers, and Observer Objects
        • Toggle Objects At Events Observer Object
      • 👩‍💼Factory Manager
      • 🏹Trajectory
      • 🎱Object Pooling
      • 🤩Create Custom Behaviors
      • Spawn Point Manager
      • 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
        • Projectile Utilities
  • Additional Systems & Tools
    • 🎨Runtime Color Sampler
      • Quick Start
      • Demo Walkthrough
      • Runtime Color Sampler (Prefab & Class)
        • Sampler Sphere
        • Sampler Camera
      • Runtime Listener
      • Runtime Color Settings
      • Scripting
      • Additional Classes
    • 🙎‍♀️Portrait Avatars
      • Setup
        • Create a Portrait Avatar
        • Create a UI Portrait
      • Portrait Avatars
        • Scripting
      • Portrait3D
      • Portrait2D
      • Portrait UI
      • Avatar Camera
      • 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
    • Blend Shapes Preset Manager
    • Prefab and Object Manager
      • Humanoid Demo & Setup
      • EquipmentObject.cs
      • Prefab Groups
      • Variables
      • Scripting Examples
    • Wardrobe Prefab Manager
  • 📽️General Tutorials
    • Quick 3rd Person Controller
  • ⚔️Legend of the Stones
    • Actors, Players, NPCs
    • Systems
      • Game State
  • External Links
  • Get them at the Asset Store
  • Connect on Discord
  • YouTube
  • Twitch
  • 🚧Work In Progress / Coming Soon
Powered by GitBook
On this page
  • Time Control
  • Main Time Properties
  • Moving based on DeltaTime
  • Adjusting object locomotion speed with InverseTimeScale
  • Subscribing and Unsubscribing to other LocalTimeScale objects
  • Grabbing and using the LocalTimeScale of one object, from another class
  • Getting the GameObject from a MagicTimeUser

Was this helpful?

  1. Magic Time - Local Time Scale
  2. Magic Time User

Magic Time User Scripting

v1.0

I hope you find it easy to interact with a MagicTimeUser object, using the properties and methods provided.

Check out the full MagicTimeUser class for all the details on the methods and properties available.

Time Control

Most times you would usually use Time.deltaTime to handle something related to this object, you will probably want to use the DeltaTime property instead. This will return Time.deltaTime scaled down by the magicTimeUser.TimeScale. There are similar properties for FixedTime and UnscaledDeltaTime.

Time.unscaledDeltaTime will return the last frame time without taking Time.timeScale into account.

Main Time Properties

Here are some simple exampels of how you might use the main time properties.

// From a class that is IUseMagicTime or inherits from MagicTimeUser
float speedThisFrame = speed * DeltaTime
float fixedSpeedThisFrame = fixedSpeed * FixedDeltaTime;
float speedThisFrameVersion2 = speed * UnscaledDeltaTime;
Debug.Log($"TimeScale for this object is currently {TimeScale}"); // a float!

Moving based on DeltaTime

In this example, we have a generic Move() method which handles objects that may or may not have a MagicTimeUser component on them, selecting the appropriate DeltaTime to use.

private void Move()
{
    var deltaTime = MagicTimeUser == null ? Time.deltaTime : MagicTimeUser.DeltaTime;
    transform.Translate(LocalDirection * (speed * deltaTime), Space.Self);
}

Adjusting object locomotion speed with InverseTimeScale

We may not always want to scale values by the TimeScale value. To achieve a "running in slow motion" effect, where the "Locomotion" animation is determined by the distance a character is moving, we must account for the TimeScale.

We use the InverseTimeScale to multiply the metersPerSecond value. If TimeScale is not exactly 1f, then InverseTimeScale will either increase or decrease the metersPerSecond value.

Then, we set the locomotion float value on the Animator to this animationSpeed.

// Accounting for TimeScale changes in the Animation speed using InverseTimeScale
//...
var metersPerSecond = distance / deltaTimeToUse;
var animationSpeed = 0f;
if (metersPerSecond > 0 && Owner.TimeScale > 0)
    animationSpeed = metersPerSecond * Owner.InverseTimeScale;
animator.SetFloat(locomotionString, animationSpeed, animatorDampTime, Time.deltaTime);
// The above example ensures the "locomotion" speed remains steady, even as the
// object slows down. This gives it the "running in slow motion" effect.
//...

Subscribing and Unsubscribing to other LocalTimeScale objects

Often you may want to manually subscribe an object to another LocalTimeScale. Or perhaps unsubscribe from one.

// Subscribe to a specific LocalTimeScale
LocalTimeScale otherTimeScale;
Debug.Log($"TimeScale before adding {otherTimeScale.name}: {magicTimeUser.TimeScale}");
magicTimeUser.SubscribeToLocalTimeScale(otherTimeScale);
Debug.Log($"TimeScale after adding {otherTimeScale.name}: {magicTimeUser.TimeScale}");

// Unsubscribing from a specific LocalTimeScale
LocalTimeScale otherTimeScale;
Debug.Log($"TimeScale before removing {otherTimeScale.name}: {magicTimeUser.TimeScale}");
magicTimeUser.UnsubscribeFromLocalTimeScale(otherTimeScale);
Debug.Log($"TimeScale after removing {otherTimeScale.name}: {magicTimeUser.TimeScale}");

Grabbing and using the LocalTimeScale of one object, from another class

Sometimes you may wish to do something with the LocalTimeScale of another object.

// Interacting with the LocalTimeScale on the object from another class
if (otherObject is IUseMagicTime magicTimeUser)
{
    LocalTimeScale otherTimeScale = magicTimeUser.LocalTimeScale;
    float otherObjectsTimeScale = otherTimeScale.LocalTimeScaleValue;
}

Getting the GameObject from a MagicTimeUser

In cases where you're interacting with MagicTimeUser objects, you may have a need to get the GameObject associated with that object. The GameObject property on MagicTimeUser does just that!

Of course, if you create your own class which derives from MagicTimeUser, you could add new logic in order to return a different value, if that fits your game.

// Getting the gameObject from IUseMagicTime
protected virtual void OnCollisionEnter(Collider other)
{
    if (other.isTrigger) return;
            
    var magicTimeUser = other.GetComponentInParent<IUseMagicTime>();
    if (magicTimeUser != null)
    {
        GameObject otherObject = magicTimeUser.GameObject;
    }
}
PreviousIHaveLocalTimeNextAdditional "Magic Time User" Components

Last updated 8 months ago

Was this helpful?

⌛