title: Slow down time Unity3d Mecanim
body: <p>I am trying to slow down and ultimately stop it, i have a script that slows down timeScale however with that my player using mecanim also slows down.</p>
  
  <p>I have created a TimeController.cs
  that will allow me to keep track of time by having a alternative deltaTime as the player can use for variable,</p>
  
  <pre><code>public class TimeController : MonoBehaviour {
  
  private float oldTimeSinceStart;
  public float deltaTime;
  
  void LateUpdate () {
      float timeSinceStart = Time.realtimeSinceStartup;
      deltaTime = timeSinceStart - oldTimeSinceStart;
      oldTimeSinceStart = timeSinceStart;
  
      if (Input.GetButton("BulletTime"))
      {
          if (Time.timeScale &gt; 0.01)
          {
              Time.timeScale -= 0.004f;
          }
      }
      else
      {
          if (Time.timeScale &lt; 1)
          {
              Time.timeScale += 0.01f;
          }
      }
  }
  }
  </code></pre>
  
  <p>From this point i thought about using Animator Update to set the mecanim logic driven speed for player speed and animation speed, however i dont seem to be able,
  When using Animator.Update(MyTimeController.deltaTime);
  It seems to run at variable speed, as if the Animator has a second input somewhere.</p>
  
  <p>is there away around this? can you isolate the timeScale from the player/mecanim and have it  look at another Time class for input variables?</p>
  
  <p>So time slows down for the world but not the player, think clockstoppers!</p>