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               Question by 
               Rangr · Jul 16, 2016 at 05:59 AM · 
                c#movementtransformtime.deltatimeanimationcurve  
              
 
              Time.deltaTime Too Variable
I'm writing a code to have a GameObject follow an animation curve along a path. When I made the curve, I must have had something printing to console every frame because now I have nothing printing to console and it's too fast, but if I start having it print every frame it works fine. I'm very confused. Is there a more reliable way to do this? Code below.
Thanks.
 void movement()
     {
         if (health > 0) 
         {
             Vector3 newPos = transform.localPosition;
             newPos.x += x.Evaluate (timer) / speed;
             newPos.y += y.Evaluate (timer) / speed;
             transform.localPosition = newPos;
             timer += Time.deltaTime / speed;
         }
     }
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