I’m wondering why rotation speed is not normalised to deltaTime like player movement speed? Wouldn’t hard coded 0.5 spin really slowly on an old laptop? What I did was:
public class Spinner : MonoBehaviour
{
[SerializeField] float degreesPerSecond = 80.0f;
// Update is called once per frame
void Update()
{
float degreesPerFrame = degreesPerSecond * Time.deltaTime;
transform.Rotate(0.0f, degreesPerFrame, 0.0f);
}
}