Time.deltaTime doesn't help on different devices!
So basically, I have this basic 3d cannon shooting game, and I just use a simple add force command in the update method. rb.AddForce(0, 0, -500000 * Time.deltaTime);
This works fine in my game. However, I am coding on a laptop that has a dedicated GPU and an integrated one. When I work, I leave it plugged in and so it uses the main GPU (RTX 2060). When I unplug my laptop, it uses the integrated GPU (UHD Graphics 620). Basically my point is that the rb.AddForce behaves differently on each GPU. I google this, and then I thought that multiplying it by Time.deltaTime would help, but it doesn't. It still behaves differently. Any help please?
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