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Question by nhono99 · May 23, 2018 at 02:22 AM · physicsmathrigidbody.addforcerigidbody.velocityrigibody

How to make Jump() framerate independent?

Jump became slower on mobile devices and it differs from mobile to mobile. void Jump(){ rb.velocity = Vector3.up.normalized * power; //or //rb.addForce(Vector3.up.normalized * power); } I'm thinking how can I make a jump behaviour in FixedUpdate()

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Answer by MT369MT · May 23, 2018 at 05:01 AM

Hi, Add Time.deltaTime to your code and it will be frame independent. void Jump () { rb.velocity = Vector3.up.normalized power Time.deltaTime; //note that you can also delete .normalize beacause Vector3.up is already (0, 1) and if you normalize it it will stay still the same. }

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avatar image nhono99 · May 23, 2018 at 08:21 AM 0
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How that become frame independent since it is not called in any Update method? And why Time.deltaTime I thought it should be fixedDeltaTime since we are dealing with physics? But your answer works like a charm. weird.

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