Few days ago I posted a thread about this bug. It's about the controller not working properly when Time.timeScale is set to 0. The controller isn't visible if Time.timeScale i 0 from the start, it doesn't interact with UI and tooltips are invisible. I managed to fix this by making following changes: In GvrLaserVisual.cs replace Code (CSharp): return lerpSpeed > 0.0f ? lerpSpeed * Time.deltaTime : 1.0f; with Code (CSharp): return lerpSpeed > 0.0f ? lerpSpeed * Time.unscaledDeltaTime : 1.0f; In GvrControllerVisual.cs replace Code (CSharp): float deltaTime = Time.deltaTime; with Code (CSharp): float deltaTime = Time.unscaledDeltaTime; and in GvrArmModel.cs replace Code (CSharp): float animationDelta = DELTA_ALPHA * Time.deltaTime; with Code (CSharp): float animationDelta = DELTA_ALPHA * Time.unscaledDeltaTime; All I did was replacing Time.deltaTime with Time.unscaledDeltaTime. I already reported this on GitHub, but untill next update this is the solution.
I ran into a similar issue. The game would throw exceptions when I tried to move the pointer while Timescale was set to 0. After some digging, I found that it was probably caused by a divide by zero error in the bowels of the daydream framework. I "fixed" it by setting my timescale to a very small number, like 0.00001f. Slow enough that the game appears paused, but wont cause any divide by zero problems.