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Question by KingKRoecks · Jan 18, 2021 at 11:46 PM · movementrigidbodytimetime.deltatime

RigidBody MovePosition code acts differently by framerate

I have a character controller that I update from a singleton manager on the main thread.

The manager passes down the Time.deltaTime to all the child characters just to make sure they are all attempting to move based on the same time on the frame.


When I build a client, this deltaTime is ~0.0025f. When in the editor, this value is ~0.015f

If I hold the title bar of the window and drag it, this deltatime is closer to 0.015 and movement looks right. If I don't, the delta time is smaller.


With the deltaTime being ~1/10 of the editor's delta time, my character is moving super slowly as it multiplies speed * deltaTime for movement.

Has anyone experienced this or know of a good solve?

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Answer by KingKRoecks · Jan 18, 2021 at 11:56 PM

https://stackoverflow.com/questions/34447682/what-is-the-difference-between-update-fixedupdate-in-unity

FixedUpdate should be used for RigidBody.MovePosition, as its updated at the same rate as the physics rather than independent of the physics update loop.

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