title: How can I bypass Time.time scale
body: <p>I have a script attached to my player that has <code>IEnumerator OnTriggerExit2D</code> in it. Within it there is a <code>time.time scale</code> that is equal to 0 , which is making the whole game pause after it collides with an tagged object. I set it that way so that my player will stop at a certain time after collision(I used <code>yield return new WaitForSeconds</code>).</p>
  
  <p>My question is; Is there a way to make my player not affected by the <code>time.time scale</code> but still stop after collision occurs, so my player still functions while the whole game is still paused. Here is my script:</p>
  
  <pre><code> public class Player : MonoBehaviour {
  
      public float speed = 15f;
      private Vector3 target;
      public Player playerMovementRef;
      void Start () {
          target = transform.position;
      }
  
      void Update () {
          if (Input.GetMouseButtonDown(0)) {
              target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
              target.z = transform.position.z;
          }
          transform.position = Vector3.MoveTowards(transform.position, target, speed * Time.deltaTime);
      }  
  
      IEnumerator OnTriggerExit2D (Collider2D other){
          if (other.tag == "Bouncy object")
              playerMovementRef.enabled = false;
          yield return new WaitForSeconds (0.35f);
          Time.timeScale = 0f;
          playerMovementRef.enabled = true;
      }
  }
  </code></pre>