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So... it's been several days since I've tinkered with this stuff... but when I reopened the test scene to check, my test Rigidbody did not actually seem to have my test script attached.

When I attached it, it functioned as you'd expected it to. Toggling Timeline's isKinematic did indeed make the rigidbody stop moving.

Oops.

So, it looks like this is just a PEBCAK situation. Sorry about wasting your time! I swear the issue seemed very real and convincing the other day.

Hi Lazlo,

The trajectory drawing is just the built-in Unity Trail Renderer component. No clever stuff even needed there!

So, turns out I've been using the latest version the whole time. I'm pretty sure, at least — I only purchased the package back in late May, which seems to be after 2.4.9 was released. I reported 2.2 because that's what I found in the changelog.pdf file that Chronos includes.

If you'd like to look at this further, I've uploaded a UnityPackage of my test scene. You'll need to import Chronos separately, of course. https://www.dropbox.com/s/0r47l6mzxb62vqy/ChronosGravitySimTest.unitypackage?dl=0

The test scene instantiates and launches spheres based on what's in the "Launcher" object's Launch Target Prefabs array. Included in the package are four sphere prefabs:

  • Non-Chronos, normal Unity gravity
  • Non-Chronos, simulated gravity
  • Chronos, normal Unity gravity
  • Chronos, simulated gravity

The first three produce essentially the same trajectories. The fourth, when its Clock is a non-1 value, does not.

The simulated gravity script is included, of course, but if you'd like a quick glimpse of it, here's the entire thing:

public class SimulatedGravity : MonoBehaviour
{
    private new Rigidbody rigidbody;
    private Timeline timeline;

   private void Awake ()
    {
        rigidbody = GetComponentInChildren<Rigidbody>();
        timeline = GetComponentInChildren<Timeline>();
   }     private void FixedUpdate ()
    {
        if( timeline )
        {
            timeline.rigidbody.AddForce( Physics.gravity, ForceMode.Acceleration );
            //timeline.rigidbody.AddForce( Physics.gravity * timeline.fixedDeltaTime, ForceMode.VelocityChange );
        }
        else
            rigidbody.AddForce( Physics.gravity, ForceMode.Acceleration );
   }
}

The commented-out line is the formula that DOES replicate standard gravity.

Anyway, I understand that you can't issue a quick fix. I mostly wanted to be sure there wasn't something obvious that I was overlooking (which could easily still be the case), and if not, pass that along. For now, I'll continue using the formula I've just mentioned.

Thanks for your time.