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Question by VoidsGod · Dec 11, 2020 at 12:57 PM · errorproblema

Speed Different In Exe Than Game Window

Title Says The Problem, I'm Not Sure Where To Put Time.deltaTime either

 void Start()
 {
     forceZ = 15;
 }

 void Update()
 {
     // Forward Movement
     if (fallen == false) {
         cameraFollow.position = ballTran.position;
     }
     ballRg.AddForce(forceX, forceY, forceZ);
     // Forward Movement End

     // Sideways Movement
     if (Input.GetKeyDown("a")){
         forceX = -10;
     } 
     else if (Input.GetKeyUp("a") && !Input.GetKey("a") && !Input.GetKey("d")) {
         forceX = 0;
     }
     if (Input.GetKeyDown("d")) {
         forceX = 10;
     }
     else if (Input.GetKeyUp("d") && !Input.GetKey("d") && !Input.GetKey("a")) {
         forceX = 0;
     }
     if (Input.GetKeyDown("a") && Input.GetKeyDown("d")) {
         forceX = 0;
     }
     // Sideways Movement End

     // Deaths

     // Falling Death
     if (ballTran.position.y <= -35) {
         fallen = true;
     }
 }

}

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Answer by frederikedel · Dec 11, 2020 at 01:03 PM

The problem lies in the fps difference form different devices or systems (unity, build). In this case its faster, becaus it runs standalone. First, always do movment in FixedUpdate, it is much better for physics and stuff. And to fix the problem, just multiply the force by Time.DeltaTime like you already wrote.

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avatar image Hellium · Dec 11, 2020 at 02:00 PM 1
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First, always do movment in FixedUpdate, it is much better for physics and stuff

False. $$anonymous$$oving a Transform in Update is totally fine as long as you don't want to detect collisions. $$anonymous$$oving an object relying on physics should be done in FixedUpdate.


And to fix the problem, just multiply the force by Time.DeltaTime

False, especially if you call AddForce in FixedUpdate. The time between two calls of FixedUpdate is not Time.deltaTime, and even if it were, you don't want to involve time when applying a force. A very simple example proving you should not apply Time.deltaTime (not even Time.fixedDeltaTime) is to have two cubes. One with gravity enabled, the other without gravity enabled but the following script:

 private void FixedUpdate()
 {
     GetComponent<Rigidbody>().AddForce(Physics.gravity);
 }

The two cubes will fall at the same speed.

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