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Question by anhadpreetsingh · Jun 03, 2020 at 09:05 AM · scripting problembeginnerframeraterecoil

My recoil isn't framerate independent

I tried making a simple recoil script and it doesn't seem to be frame-rate independent. The gun recoils a lot harder at low frame-rates. Any help is appreciated.

The code i wrote is as follows:

 public class Firing : MonoBehaviour
     {
 
         void Awake()
         {
             QualitySettings.vSyncCount = 0;  // VSync must be disabled
             Application.targetFrameRate = 45;
         }
 
 
         [SerializeField] float timeBetweenBullets = 1f;
         [SerializeField] float recoilSpeed = 2f;
         [SerializeField] float returnSpeed = 1f;
 
         Vector3 originalPos;
         float timeSinceLastFired = Mathf.Infinity;
 
 
         private void Start()
         {
             originalPos = transform.localPosition;
         }
 
         private void Update()
         {
             if(Input.GetMouseButton(0))
             {
                 if(timeSinceLastFired >= timeBetweenBullets)
                 {
                     // implement firing
 
                     print("firing");
 
                     StartRecoil();
 
                     timeSinceLastFired = 0f;
                 }
 
             }
 
             timeSinceLastFired += Time.deltaTime;
 
             transform.localPosition = Vector3.MoveTowards(transform.localPosition, originalPos, returnSpeed * Time.deltaTime);
             
         }
 
         private void StartRecoil()
         {
             
             float zRecoil = transform.localPosition.z - Random.Range(0.1f, 0.2f);
             float yRecoil = transform.localPosition.y + Random.Range(0.1f, 0.2f);
             float xRecoil = transform.localPosition.x + Random.Range(-0.03f, 0.03f);
 
             Vector3 recoilPos = new Vector3(xRecoil, yRecoil, zRecoil);
 
             transform.localPosition = Vector3.MoveTowards(transform.localPosition, recoilPos, recoilSpeed * Time.deltaTime);
 
         }
     }

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Answer by SteenPetersen · Jun 03, 2020 at 09:05 AM

You can try something like this:

 Vector3 originalPos;
 float currentRecoilTime = 0;
 bool isRecoil;
 Vector3 recoilPosition;
 
 [SerializeField] private float amplitude = 1f;
 [SerializeField] private float period = 0.3f;
 
 protected void Start()
 {
     originalPos = transform.localPosition;
 }
 
 protected void Update()
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         Recoil();
     }
 
 
     if (isRecoil)
     {
         currentRecoilTime += Time.deltaTime;
 
         float theta = currentRecoilTime / period;
         float distance = amplitude * Mathf.Sin(theta);
         transform.localPosition = originalPos + recoilPosition * distance;
 
         if (distance <= 0)
         {
             isRecoil = false;
             currentRecoilTime = 0;
         }
     }
 
 }
 
 private void Recoil()
 {
     recoilPosition = new Vector3(transform.localPosition.z - Random.Range(0.1f, 0.2f),
                                  transform.localPosition.y + Random.Range(0.1f, 0.2f),
                                  transform.localPosition.x + Random.Range(-0.03f, 0.03f));
 
     isRecoil = true;
 }


Result:

alt text


recoil.gif (449.3 kB)
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