hello I'm using DoTween in my project and trying to implement a pause system, which DoTween seems to ignore. Code (CSharp): using UnityEngine; using DG.Tweening; [RequireComponent(typeof(DOTweenAnimation))] public class DoAffactByPause : MonoBehaviour { DOTweenAnimation _anim; public Transform _transform; bool paused = false; // Start is called before the first frame update void Awake() { _transform=transform; _anim = GetComponent<DOTweenAnimation>(); } void Update() { if (PauseManager.Pause && !paused) { Pause(); } else if (!PauseManager.Pause && paused) { Unpause(); } } void Pause() { DOTween.Pause(_transform); paused = true; } void Unpause(){ DOTween.Play(_transform); paused = false; } } the script is implemented on the same transform in which the animation runs. What did I miss? Edit: I did manage to stop it when using the obvious Time.timescale=0. However it would like a solution that doesn't affect the whole scene necessarily.