Why don’t we use “Time.deltaTime” when setting a speed? Like this:
moveInput.x * runSpeed * Time.deltaTime
Vector2 playerVelocity = new Vector2(moveInput.x * runSpeed, myRigidbody.velocity.y);
Why don’t we use “Time.deltaTime” when setting a speed? Like this:
moveInput.x * runSpeed * Time.deltaTime
Vector2 playerVelocity = new Vector2(moveInput.x * runSpeed, myRigidbody.velocity.y);
Hi Ruslan,
Welcome to our community!
In this particular case, we use a Rigidbody2D property. The Rigidbody2D is controlled by the physics engine, which also takes care of the framerate-independency within the physics simulation.
If we override transform.position in Update(), we must multiply by Time.deltaTime
to make the movement framerate-independent.
Did this clear it up for you?
See also:
This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.