Is this expected behaviour?
I lerp Unity's Timescale over a couple seconds fairly often (when the player changes rooms and the camera is moving, I slow down time).
During this time, any rope that is otherwise just hanging out will curl up and twitch around, then relax again when timescale goes back to 1.
I am not substepping at all.
As per Unity recommendation (https://docs.unity3d.com/ScriptReference...Scale.html), I am changing both timescale and modifying Time.fixedDeltaTime at the same time. My understanding is that omitting the fixedDeltaTime change will cause unpredictable behaviour for anything that happens to read the fixedDeltaTime on the same frame as a timeScale change (which is likely to happen given that timeScale is being lerped over several seconds), so that doesn't seem to be an option - though it does fix the rope's behaviour.
I lerp Unity's Timescale over a couple seconds fairly often (when the player changes rooms and the camera is moving, I slow down time).
During this time, any rope that is otherwise just hanging out will curl up and twitch around, then relax again when timescale goes back to 1.
I am not substepping at all.
As per Unity recommendation (https://docs.unity3d.com/ScriptReference...Scale.html), I am changing both timescale and modifying Time.fixedDeltaTime at the same time. My understanding is that omitting the fixedDeltaTime change will cause unpredictable behaviour for anything that happens to read the fixedDeltaTime on the same frame as a timeScale change (which is likely to happen given that timeScale is being lerped over several seconds), so that doesn't seem to be an option - though it does fix the rope's behaviour.