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Question by JackB34 · May 07, 2020 at 04:59 PM · 2drigidbodyplatformertime.deltatime

When In Fullscreen My Platformer Character Slows Down

I have a platformer character that does all the the normal platformer stuff. Everything works fine. The only problem is, The player slows down when I play in full screen. I have used Time.deltaTime, so don't tell me to do that. I used the player script from Jonas Tyrollers platformer video. This is the video: https://www.youtube.com/watch?v=vFsJIrm2btU

Here is the script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMove : MonoBehaviour
 {
     [SerializeField]
     LayerMask lmWalls;
     [SerializeField]
     float fJumpVelocity = 5;
 
     Rigidbody2D rigid;
 
     private Vector3 bottomOfPlayer;
 
     float fJumpPressedRemember = 0;
     [SerializeField]
     float fJumpPressedRememberTime = 0.2f;
 
     float fGroundedRemember = 0;
     [SerializeField]
     float fGroundedRememberTime = 0.25f;
 
     [SerializeField]
     float fHorizontalAcceleration = 1;
     [SerializeField]
     [Range(0, 1)]
     float fHorizontalDampingBasic = 0.5f;
     [SerializeField]
     [Range(0, 1)]
     float fHorizontalDampingWhenStopping = 0.5f;
     [SerializeField]
     [Range(0, 1)]
     float fHorizontalDampingWhenTurning = 0.5f;
 
     [SerializeField]
     [Range(0, 1)]
     float fCutJumpHeight = 0.5f;
 
     void Start()
     {
         rigid = GetComponent<Rigidbody2D>();
 
     }
 
     void Update()
     {
 
         bottomOfPlayer = new Vector3(this.transform.position.x, (this.transform.localScale.y - this.transform.localScale.y), this.transform.position.z);
 
         Vector2 v2GroundedBoxCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
         Vector2 v2GroundedBoxCheckScale = (Vector2)transform.localScale + new Vector2(-0.02f, 0);
         bool bGrounded = Physics2D.OverlapBox(v2GroundedBoxCheckPosition, v2GroundedBoxCheckScale, 0, lmWalls);
 
         fGroundedRemember -= Time.deltaTime;
         if (bGrounded)
         {
             fGroundedRemember = fGroundedRememberTime;
         }
 
         fJumpPressedRemember -= Time.deltaTime;
         if (Input.GetButtonDown("Jump"))
         {
             fJumpPressedRemember = fJumpPressedRememberTime;
         }
 
         if (Input.GetButtonUp("Jump"))
         {
             if (rigid.velocity.y > 0)
             {
                 rigid.velocity = new Vector2(rigid.velocity.x, rigid.velocity.y * fCutJumpHeight);
             }
         }
 
         if ((fJumpPressedRemember > 0) && (fGroundedRemember > 0))
         {
             fJumpPressedRemember = 0;
             fGroundedRemember = 0;
             rigid.velocity = new Vector2(rigid.velocity.x, fJumpVelocity);
         }
 
         float fHorizontalVelocity = rigid.velocity.x;
         fHorizontalVelocity += Input.GetAxisRaw("Horizontal");
 
         if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.01f)
             fHorizontalVelocity *= Mathf.Pow(1f - fHorizontalDampingWhenStopping * Time.deltaTime, 10f);
         else if (Mathf.Sign(Input.GetAxisRaw("Horizontal")) != Mathf.Sign(fHorizontalVelocity))
             fHorizontalVelocity *= Mathf.Pow(1f - fHorizontalDampingWhenTurning * Time.deltaTime, 10f);
         else
             fHorizontalVelocity *= Mathf.Pow(1f - fHorizontalDampingBasic, Time.deltaTime * 10f);
 
         rigid.velocity = new Vector2(fHorizontalVelocity, rigid.velocity.y);
 
         Vector3 characterScale = transform.localScale;
         if (Input.GetAxis("Horizontal") < 0)
         {
             characterScale.x = -0.7f;
         }
         if (Input.GetAxis("Horizontal") > 0)
         {
             characterScale.x = 0.7f;
         }
         transform.localScale = characterScale;
 
     }
 
 }

Thanks to anyone who helps.d

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