I hope a global pause or something of a similar effect is added along side this. I can imagine this being very helpful but at least from looking, having to separately pause scripts and physics in 2 different menus will be very annoying for debugging
Cool update even though… I’m never going to be using it.
This looks awesome!
Can we very please get time scale controls in real time though?
Currently if I want slow-motion effects in a Roblox game I literally have to either code my own physics engine from scratch or use a very hacky work around with constraints, gravity and velocities that often results in inconsistent physics.
pausing physics replication on server when (imagine for spefic objects, woo)
ngl, its a really useful feature, thanks for all the hardwork that was put into creating this feature.
This is great! Something I didn’t know was going to be added!
This is a really cool update. We won’t have to log constraint properties every frame for debugging physical mechanisms now!
Can we ever expect a scriptable API for manual control of stepping physics? Perhaps even on a per-instance basis? Currently, it’s quite the substantial undertaking to implement slow motion cutscenes or a time-stop ability, requiring large parts of the engine to be wrapped or re-implemented entirely in Luau.
This feature feels like it brings us one step closer to The World, and I’m all for it!
now unlock workspace:StepPhysics
Back on the topic, this is a very good update, thanks roblox.
Could you expand on what you would like to be able to do for slow motion?
As much people said, i also want to pause the game in the middle, so like we can do so much things with that, right?
Hotkeys could help with this!
We wanted to give more granular control for pausing to help with different debug scenarios
Please keep in mind that pausing scripts will pause physics as well, as it did before.
Could you expand on what you’d like to be able to do regarding slow motion? We’d love to support you as much as possible and will take any requests into consideration when designing future APIs and tooling.
I can see some pretty interesting effects coming from this update. Very intrigued!
Does the pausing of physics simulation also affect other humanoids owned by the player who pauses the simulation?
We’re actively working on enabling individual stepping
Feel free to expand on what you’d like to be able to do so that we can best support you from the API / tooling perspective!
Are there any plans to introduce this for live servers? This would basically give us a server authoritative model, and would help with deterring exploiters from ever touching our games.
What do you mean? Are you saying you’d like to pause your games outside of Studio? If so, how do you envision it working and what would you like to use it for?
well the simple idea i had in my head was just like a 1 to 0 value in the workspace that represents like the percentage of how fast physics are simulating (so 0.5 in this case is 50% of the normal simulation speed)
something like BeamNG.Drive basically
not sure if im explaining myself correctly
again, not sure if its possible. just suggesting it since it sounds like a cool way to do slow motion for vehicle wrecks or destruction
Are there plans to allow developers to slow down, or reverse physics to allow for slow motion, and replays?
Thats not what i mean, i mean like you pause the game like, in the middle of the game by scripts.
I dont think its possible to reverse physics, but slowing them down would be pretty good
We’re working on releasing this Pause Physics functionality as a Lua API so that you can pause in the middle of the game by scripts - does that answer your question?