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Question by nwott1 · Feb 01, 2021 at 05:27 PM · playerplayer movementcharacter controllerdash

Player dashes faster in build than editor

I have a script on my player that has a dash feature. The player dashes further in the build than the Unity editor. What am I doing wrong here?

     void Update()
     {
         // Change health text
         healthText.text = "Health: " + health.ToString();
 
         // Stores mouse movement data
         float movementY = Input.GetAxis("Mouse Y") * mouseSens * Time.deltaTime;
         float movementX = Input.GetAxis("Mouse X") * mouseSens * Time.deltaTime;
 
         // Restricts player looking up and down
         xRotation -= movementY;
         xRotation = Mathf.Clamp(xRotation, -90f, 90f);
 
         // Rotates player based on mouse movement
         cam.transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
         playerTransform.Rotate(Vector3.up * movementX);
 
         // Checks if player is grounded
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
 
         if (isGrounded && velocity.y < 0)
         {
             velocity.y = -2f;
         }
 
         // Checks for WASD movement
         float x = Input.GetAxisRaw("Horizontal");
         float z = Input.GetAxisRaw("Vertical");
 
         // Sets move direction
         Vector3 move = transform.right * x + transform.forward * z;
 
         // Moves player
         controller.Move(move * speed * Time.deltaTime);
 
         // Jump
         if (Input.GetButtonDown("Jump") && isGrounded)
         {
             velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
         }
 
         // Dash
         // Dash timer
         if (timeBtwDash <= 0 && dashAvailable == false)
         {
             dashAvailable = true;
         }
         else if (timeBtwDash > 0)
         {
             timeBtwDash -= Time.deltaTime;
         }
         if (Input.GetKey(KeyCode.LeftShift) && dashAvailable == true)
         {
             currentDashTime = 0.0f;
         }
         if (currentDashTime < maxDashTime)
         {
             moveDirection = transform.forward * dashDistance;
             currentDashTime += dashStoppingSpeed;
             dashAvailable = false;
             timeBtwDash = startTimeBtwDash;
         }
         else
         {
             moveDirection = Vector3.zero;
         }
 
         controller.Move(moveDirection * dashSpeed * Time.deltaTime);
 
         // Applies gravity to player
         velocity.y += gravity * Time.deltaTime;
         controller.Move(velocity * Time.deltaTime);
 
         if (canAttack && Input.GetMouseButtonDown(0))
         {
             RaycastHit hit;
             if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, attackRange))
             {
                 if(hit.collider.CompareTag("Melee") || hit.collider.CompareTag("Magic"))
                 {
                     Debug.Log("attack landed");
                     hit.collider.gameObject.GetComponent<Mugger>().TakeDamage(attackDamage);
                 }
             }
         }
     }
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Answer by Toastbyte · Feb 01, 2021 at 06:00 PM

physics should always be handled in FixedUpdate(), not Update().

Try changing it and see what happens.

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avatar image nwott1 · Feb 01, 2021 at 06:40 PM 0
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I tried two things. I first put all of the movement code into fixed update, but that made it so that the player dashes even further in both the build and the editor. The second thing I did was put all the movement code, but the dash timer into fixed update, but that has the same result as the initial result.

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