Just a question. Wouldn’t it be better to make the rotation angle frame indipendent using Time.deltaTime? I think we would have different gameplay experiences on different machines otherwise. Or maybe there’s something I didn’t understand?
Agreed, I’d do something like this in Update:
transform.Rotate(0, RotationSpeed * Time.deltaTime, 0);
You’re spot on, I actually messed with the framerate and confirmed that the difference can be fairly dramatic!
I did the same as above, and just multipled by Time.deltaTime.
This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.