Quick answer: Unity Cinemachine Impulse-driven camera shake continuing during pause? Impulses use Time.deltaTime; pause stops decay - use Time.UnscaledDeltaTime mode.

Boss hit triggers shake; player pauses; shake freezes mid-decay; unpause resumes from frozen.

Set CinemachineImpulseManager.IgnoreTimeScale

Project setting. Impulses decay at real time.

Or stop on pause

CinemachineImpulseManager.Clear() on pause. Resume = fresh.

Audit impulse decay

Per impulse: timeScale behavior. Default = scaled.

“Camera impulses respect timeScale. Pause-immune behavior is opt-in.”

If pause-immune camera shake matters in your UX, the IgnoreTimeScale flag is the answer.

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