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Thanks for the honest feedback. So to pause time, I had to set all rigidbodies exept player to rigidbody constraints to RigidbodyConstraints2D.FreezeAll, but firstly backup their velocity and angular velocity, so when you resurme time, I just unfreeze them and set velocites back.

Ah, so thats what I was missing for the time freezing mechanic in my other game. Thanks for sharing the way you did the mechanic :).