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It depends. If you are using `yield return new WaitForSecondsRealtime(x)` then the coroutine keeps running when you set TimeScale to 0, but that's usually a feature and not a bug, since it lets you potentially use them when paused (since async/task C# stuff was usually been a bit sketchy, though it's definitely better now).

Some more info here (and in general about pausing in Unity): https://gamedevbeginner.com/the-right-way-to-pause-the-game-...

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