There are a couple of ways to control the rate of time on your movement effects.
- The first way is to change Unity’s Timescale in Edit/Project Settings/Time in the Unity Editor, or in code by changing Time.timeScale. Unity’s timescale is a float that defaults to 1. If you change it to 0.5 then your app will run at 50% speed. If it’s 0 then everything in your game will pause. If you set it to a negative number then your app will not run backwards.. it will just pause and not resume correctly, so avoid setting Unity’s timescale negative.
- Sequence.IgnoreUnityTimescale can be set on a sequence before you run it (it defaults to false.) When this is true, the sequence will calculate time independently of Unity’s timescale. This can be very handy for situations where you have a menu that you want to run movement effects on (like the window sliding in). You can set all of the effects that act on your menus to IgnoreUnityTimescale = true, and then you can pause time in the rest of the app by setting Unity’s timescale to 0.
- The last way is to change the timescale on a per-effect basis using SequenceInstance.Timescale. SequenceInstance.Timescale in that it’s a float that defaults to 1, 0.5 will run at 50% speed and 0 will pause the sequence. This value, however, can be set negative to run the sequence backwards through time. Unless Sequence.IgnoreUnityTimescale is true, this value will be multiplied with Unity’s Timescale. For example, if both Unity’s timescale and the sequence’s timescale are set to 0.5 then the sequence will be running at 1/4 speed (0.5 * 0.5).