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Question by Sercon · Oct 21, 2020 at 02:31 PM · camerascripting problemcamera-movementcamera rotation

Why is the camera movement framerate dependent after adding deltaTime?

So I am using a camera controller with the new input system. But I keep having this issue that the camera is dependent on the framrate. It drastically accelerates the lower the FPS. Now I did add deltaTime in the calculations but it didn't do anything. Does anyone have an idea what is going wrong here? Much appreciate any help!

  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  using Mirror;
  using Cinemachine;
  using AU3D.Controls.Inputs;
  
  public class PlayerCameraController : NetworkBehaviour
  {
      [Header("Camera")]
      [SerializeField] private Vector2 maxFollowOffset = new Vector2(-1f, 6f);
      [SerializeField] private Vector2 cameraVelocity = new Vector2(4f, 0.25f);
      [SerializeField] private Transform playerTransform = null;
      [SerializeField] private CinemachineVirtualCamera virtualCamera = null;
      [SerializeField] private bool canLook = true;
  
      private Controls controls;
      private Controls Controls
      {
          get
          {
              if(controls != null) { return controls;}
              return controls = new Controls();
          }
      }
  
      private CinemachineTransposer transposer;
  
      public override void OnStartAuthority()
      {
          Cursor.lockState = CursorLockMode.Locked;
          Cursor.visible = false;
  
          transposer = virtualCamera.GetCinemachineComponent<CinemachineTransposer>();
  
          virtualCamera.gameObject.SetActive(true);
  
          enabled = true;
  
          Controls.Player.Look.performed += ctx => Look(ctx.ReadValue<Vector2>());
      }
  
      [ClientCallback]
      private void OnEnable() => Controls.Enable();
  
      [ClientCallback]
      private void OnDisable() => Controls.Disable();
  
      private void Look(Vector2 lookAxis)
      {
          float TimeDelta = Time.deltaTime;
  
          if(canLook)
          { 
              transposer.m_FollowOffset.y = Mathf.Clamp(
                  transposer.m_FollowOffset.y - (lookAxis.y * cameraVelocity.y * TimeDelta),
                  maxFollowOffset.x,
                  maxFollowOffset.y);
  
              playerTransform.Rotate(0f, lookAxis.x * cameraVelocity.x * TimeDelta, 0f);
          }
      }
  
      public void ToggleLook(bool state)
      {
          canLook = state;
      }
  }
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