It was a very easy fix. Long story short, Time.unscaledDeltaTime
completely ignores the changed timescale.

And with that being said... I am very happy to announce that a certain feature I have been meaning to add to the game for so long is coming, and very likely to stay, should I go with Unity. c:

The feature would have made it in regardless of the engine in use, but I kinda just wanted to make sure that it does, with the different way Unity and C# handle deltatime and timescaling stuff.
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