TimeScale collider, where all the time outside is frozen?

The trouble i’m having is yet another memory problem.

I thought that if I could have like, a ‘sphere collider’ around my character, that allowed time to flow normally and stop the time for everything on the outside of the collider, it would save memory.

How do I do it?

if you don’t know exactly how to do it, then can it be done?

Thanks for any answers!

“Save memory”

I’m afraid that doesn’t even make sense. Think carefully about what you’re actually trying to do here- modify the behaviour of all but a small subset of the objects in your scene based on their positions. This involves collision detection, including some kind of local ‘timescale’ variable on every single dynamic object, and finally the coding to keep track of all of that. You could do it as a special effect (if you were happy to write time-scaling into all your components- that implies at least partially writing a new physics engine), but you won’t be saving yourself any resources by doing so.

Anyway, go through all your moving parts, and work out exactly what you would have to change, and in what ways, to slow down / stop their personal time-scales. If you manage that, then you shouldn’t have any problems. Basically, don’t think about it as time- think about it as motion. The physical implications of a time-freeze field are a little more complex that what you are describing here (for example, the speed of light is extremely dependent upon the speed of time- if you freeze time, it will appear like a black-hole outside the bubble).