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.