Which static Time class property would you use to freeze all time-related actions in Unity?

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Using the timeScale property is the appropriate way to freeze all time-related actions in Unity. This property is designed to scale the passage of time in the game. By setting timeScale to zero, you effectively pause game time, which means that all time-dependent calculations—such as animations, physics updates, and any behavior dependent on time—will also halt.

This can be particularly useful for features like pausing the game or freezing the action during a cutscene when you want to stop everything from moving but still keep the game running in the background for other checks or updates that don't rely on real-time processing.

The other properties serve different functions; for instance, fixedDeltaTime is tied to physics updates, deltaTime represents the time between the last and current frame (useful for frame-dependent calculations), and unscaledDeltaTime provides the time between frames without being affected by timeScale, which is useful for calculations that should continue even when time is paused. However, none of these can effectively pause all time-related actions like timeScale can.

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