Hello,
When timescale = 0, TimeDelta() outputs 0, which is technically wrong because the definition of TimeDelta() is “Time elapsed since the last frame rendered on screen”, however the game does still render when the scene’s time scale is 0.
For context, I’m making a game called SOUL PARK, a theme park builder. I wanted to add a quick way to freeze the scene while allowing the player to move around the park. Time scale was a nice solution but I can’t use it because player movement relies on the value of TimeDelta().