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Question by Stjng · Jan 09, 2016 at 10:42 PM · rigidbodyspritesframeratepixel

Rigidbody move wrong pixel when framerate drop

Hi all, I move 2 sprite ( or more ) by change the velocity, all sprites follow the next one ( like snake with segment ). Each sprites has implement this code:

 void FixedUpdate() {
        GetComponent<Rigidbody2D>().velocity = transform.up * speed * Time.deltaTime;
 }

And when the head turn right ( or left ), i will send the prev segment a message to turn in next time ( depend on velocity )

    public void OnTurnRight()
    {
         // Rotate the current segment
         transform.Rotate(Vector3.forward, -90);    
 
         // If this segment have prev segment, calculate the time and tell it.
         if (prevSegment)
         {
             prevSegment.nextPos = transform.position;
             Vector2 deltaPos = transform.position - prevSegment.transform.position;
                 Debug.Log(Time.fixedDeltaTime);
             float time = deltaPos.magnitude/ speed / Time.fixedDeltaTime;
             Invoke("TurnRightPreviousSegment", time);
                    
         }
         
     }
     
     public void TurnRightPreviousSegment()
     {
         if (prevSegment)
         {
                     // before turn, make sure it have same position with the next segment
             prevSegment.transform.position = prevSegment.nextPos;
             prevSegment.OnTurnRight();
         }
     }

Everthing seems to be successful in framerate 60 or highter, but when the framerate drop low, 30 or above. Some sprites turn in wrong time and make sprites follow wrong position, that why i call it move wrong pixel.

Someone please help me solve this problem, sorry about my English. Thank you!

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Answer by Mich_9 · Jan 10, 2016 at 05:55 AM

In your FixedUpdate function replace Time.deltaTime with Time.fixedDeltaTime

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avatar image Stjng · Jan 10, 2016 at 08:09 AM 0
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Thanks for your answer. I did it but still not fix this issues :(

avatar image Eno-Khaon · Jan 10, 2016 at 10:50 AM 0
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Just a note regarding this from the documentation on deltaTime:

"When called from inside $$anonymous$$onoBehaviour's FixedUpdate, returns the fixed framerate delta time."

Although it can be considered proper form to use fixedDeltaTime in FixedUpdate(), it's not actually a requirement. In this case, there is no difference between deltaTime and fixedDeltaTime.

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