I wanted to contact you regarding the behavior of Unity Joint components attached to a gameobject with a Timeline component. It seems as though joints are applying force to a rigidbody that is outside the control of a Timeline. The behavior I see is rigidbodies with joints moving despite being at zero timescale. They move slower, likely as a result of the forces they exert on the rigidbodies they link to being adjusted by Chronos, but they still move, and as time speeds back up, the forces they exert seem to compound more than they should even at a 100% timescale.
You can reproduce this effect with the following method:
- Create a new scene
- Set up a chronos timekeeper with a global clock.
- Add an object with a kinematic rigidbody.
- Add another object with a non-kinematic rigidbody.
- Position this second object just underneath the first.
- Add a spring joint to the second object and set its connected body to the first.
- Add a timeline to the second object and set its clock to the global clock.
- Play the scene and change the time scale of the global clock around to observe the results.
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