I solved the problem with changing it for fixedDeltaTime, but what i don’t understand - is why original one behaves like that? one moment movement is normal - second later movement speed is 5-6 times higher
Hi urdenster,
What are you referring to?
in 88. Movement & Time.deltaTime:
var deltaX = Input.GetAxis(“Horisontal”) * Time.DeltaTime;
used for fixing inconsistency in movement speed on different machines, when i do same on the player object, the movement speed becomes inconsistent, 10-15 sec it behaves normal, then suddenly it speeds up
my code is a bit different, but i don’t think it’s the reason:
void Update()
{
transform.Translate(deltaX, 0, 0);
}
private void OnMove(InputValue input)
{
deltaX = input.Get<Vector2>().x * Time.fixedDeltaTime * movementSpeedModifier;
}
ok, i found what my mistake was, it was because of calculating DeltaTime outside of update method.
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