WaitForSeconds and Time.timeScale = 0
So, it turns out that Unity’s WaitForSeconds is using scaled time, which means that you can experience all sorts of weirdness when waiting for a precise number of seconds and scaling time, say in a pause screen. using System.Collections; using UnityEngine; public class Pause : MonoBehaviour { void OnEnable() { Time.timeScale = 0f; StartCoroutine(Countdown(3)); } […]