I have three questions, one for clarification,one that I'm just confused about, and one about an update to an older question.
1. I haven't been able to find a specific listing of which Unity components are affected by Chronos, or even just which categories to look out for. I assume that a Timeline should be on any gameobject that has a Unity component that is from one of the categories listed in Migration documentation. However, in the documentation it says to put a Timeline on EVERY gameobject that should be affected by Chronos. Does this mean you should have a Timeline on gameobjects that are even just simply acting as a container and therefore only has a Transform component on it or only gameobjects that use one of the Unity categories from the Migration docs? Also, I believe I read somewhere that Timelines aren't recursive to their children, is that correct?
2. I've been messing around with some Physics using Chronos and one issue I'm either not understanding or having trouble with is that when using collision.relativeVelocity.magnitude the value returned during a Chronos timeScale change results in a different number than at normal speed. However, when changing Unity's own timeScale the value will remain the same. In the Migration docs there's no mention of a Chronos substitute for Collision stuff. So how do you calculate a collision.relativeVelocity.magnitude at different Chronos timeScale value than 1 that matches the value you get at normal speed? For example, if at a Chronos timeScale of 1 collision.relativeVelocity.magnitude returns 10 then how do you get it to return 10 when using a Chronos timeScale of 0.2f?
3. In the past someone had asked about Chronos and how it affects Unity's WheelColliders, has there been any updates on that or is there a temporary work around to get more accurate results and prevent the bouncing that occurs?
Thanks a bunch and great asset!
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