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Addforce function for an Instantiated object is not working after slow motion effect!

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I have a code block like below, Basically I am trying to instantiate an object(asteroid) and add force to it. Everything works very fine. But in another script I detect the collision and I gave slow motion effect for four seconds. But after slow motion effect happens, the objects are still instantiated yet the addforce is not working anymore. The objects holds on air. I really dont know what is the problem! Instantiate code++++++++++++++++++++++++++++++++++++++++++++++++++++++++ public Rigidbody asOne; public float AsShootPower = 50f; public Transform AsteroidPos; Vector3 offset; public float astCount = 100f; void Start() { Invoke("StartRain", 2); } private void StartRain() { StartCoroutine(countDown()); } IEnumerator countDown() { while (astCount > 0) { offset = new Vector3(Random.Range(-15,15), Random.Range(-1, 1), Random.Range(-15, 15)); Vector3 randomPosition = AsteroidPos.transform.position + offset; Rigidbody newAst; newAst = Instantiate(asOne, randomPosition, AsteroidPos.rotation); newAst.GetComponent().AddForce(AsteroidPos.forward * -AsShootPower); yield return new WaitForSeconds(Random.Range(0,2)); astCount--; } } slowmo code +++++++++++++++++++++++++++++++ public float SlowdownFactor = 0.05f; public float SlowdownLength = 4f; // Update is called once per frame void Update() { Time.timeScale += (1f / SlowdownLength) * Time.unscaledDeltaTime; Time.timeScale = Mathf.Clamp(Time.timeScale, 0f, 1f); } public void DoSLowMotion() { Time.timeScale = SlowdownFactor; Time.fixedDeltaTime = Time.timeScale * .02f; } Slowmo Detector++++++++++++++ public TimeManager timeManager; private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Asteroid") { Debug.Log("Asteroid is coming!!"); timeManager.DoSLowMotion(); } }

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