title: LeanTween not doing anything because of timescale 0. What's the work around?
body: <p>Here's the problem. I set up a scoreboard, and made it so that my leantween would ease in some images (number of stars) on the scoreboard.</p>
  
  <p><strong>Here's the code that calls the void:</strong></p>
  
  <pre><code>using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  using UnityEngine.UI;
  using UnityEngine.SceneManagement;
  
  
  public class ScoreBoard : MonoBehaviour
  {
  
  public float timerassesshigh; //change for every level (for gold)
  public float timerassesslow; //change for every level (for silver)
  public timer timer;
  private SceneFadeEffect sceneFade;
  private Scene scene;
  public int nextLevelRecord;
  private int levelcurrentat;
  public string NextLevel;
  public AudioSource leveldonedun;
  private GameObject musicg;
  public AudioSource music;
  public Animator leveldonefade;
  public Image leveldonefadesprite;
  public GameObject buttons;
  public rankaudioandlog rankaudioandlog;
  
  private void Awake()
  {
  }
  
  
  // Start is called before the first frame update
  void Start()
  {
      scene = SceneManager.GetActiveScene();
      levelcurrentat = PlayerPrefs.GetInt("levelreached");
      sceneFade = FindObjectOfType&lt;SceneFadeEffect&gt;();
      timer = FindObjectOfType&lt;timer&gt;();
      leveldonefade.enabled = false;
      leveldonefadesprite.enabled = false;
      buttons.SetActive(false);
  }
  
  public void leveldone()
  {
      buttons.SetActive(true);
      leveldonefadesprite.enabled = true;
      leveldonefade.Rebind();
      leveldonedun.Play();
      music.Stop();
      if (timerassesshigh &gt;= timer.time)
      {
          rankaudioandlog.gotgold();
      }
  }
  </code></pre>
  
  <p><strong>And here's the code that contains the leantween</strong></p>
  
  <pre><code>public class rankaudioandlog : MonoBehaviour
      {
          public AudioSource bronze;
          public AudioSource silver;
          public AudioSource gold;
          public GameObject goldobject;
          public GameObject silverobject;
          public GameObject bronzeobject;
          public AudioSource leveldonecue;
          private int levelnumberrank;
          public string levelnumber;
          public LeanTweenType InType;
  
  
          private void Start()
          {
              levelnumberrank = PlayerPrefs.GetInt(("rankoflevel") + (levelnumber));
          }
  
          public void gotgold()
          {
              Debug.Log("You got gold!" + "on level" + levelnumber);
              LeanTween.scale(bronzeobject, new Vector3(6.5f, 6.5f, 0f), 0.2f).setDelay(1.2f).setEase(InType);
              bronze.PlayDelayed(2f);
              LeanTween.scale(silverobject, new Vector3(6.5f, 6.5f, 0f), 0.2f).setDelay(2.2f).setEase(InType);
              silver.PlayDelayed(3f);
              LeanTween.scale(goldobject, new Vector3(6.5f, 6.5f, 0f), 0.2f).setDelay(3.2f).setEase(InType);
              gold.PlayDelayed(4f);
              cueendsong();
              if (levelnumberrank == 3)
              {
                  return;
              }
              else
              {
                  Debug.Log("I logged gold");
                  PlayerPrefs.SetInt(("rankoflevel") + (levelnumber), 3);
              }
          }
          }
  </code></pre>
  
  <p><strong>Now, on another function, when the level ends and scoreboard is called, timescale becomes 0. That's why the leantween doesn't work. I need a workaround for that. Timescale has to stay 0, and leantween should start</strong></p>
  
  <p>Thanks ^^</p>