Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Jack_Holmes · Apr 23, 2014 at 10:57 AM · androidaddforcetranslatepcmultiplatform

AddForce applies different amount on Android than PC

My player jumps much higher on android device, than it does on PC.

Here is my Jump code for my player:

 public void jump(){    
    if(gScript.getJumpCount() < 2){
       rigidbody.AddForce (Vector3.up*4f,ForceMode.VelocityChange);
       rigidbody.useGravity = true;
    }
 }

This is called in FixedUpdate()

Hope you can help. Thanks in advance, Jack.

Comment
Add comment · Show 8
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Gnometech · Apr 23, 2014 at 11:26 AM 0
Share

This is just a wild guess, but could this be framerate dependent? You add just an impulse and if a frame lasts longer (e.g. the framerate is lower, for example on an Android device) it could be that the effect is more severe.

If this is the case, you would have to divide the 4f by the deltaTime factor. Before you try that, you should verify the assumption though. :-)

avatar image Jack_Holmes · Apr 23, 2014 at 11:43 AM 0
Share

Thanks for replying Gnometech. I have tried using the Time.deltaTime & Time.fixedDeltaTime. When applying, it still has the same affect.

avatar image Jack_Holmes · Apr 23, 2014 at 02:05 PM 0
Share

Update: It was a frame rate issue. PC was much higher than android device. I have locked the frame rate to 30, and all seems to working well. Thanks for pointing me in right direction Gnometech.

avatar image PabloJMartinez · Apr 23, 2014 at 04:09 PM 0
Share

$$anonymous$$ore than a wild guess this is common as fuck, the problem is that it's frame dependent.

avatar image robertbu · Apr 23, 2014 at 04:32 PM 0
Share

I'm puzzled by this being frame rate dependent. I don't doubt you, but I don't understand it. Fixed Timestep should be the same on both platforms. You say you used FixedUpdate(). Any reference to Time.deltaTime is converted to Time.fixedDeltaTime inside FixedUpdate(). If you understand the issue, I'd like to know.

Show more comments

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

24 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Jump Height Different On Android 0 Answers

Platform switching 1 Answer

Should I use Unity in this project 2 Answers

Using your Android as a controller for your Unity PC Game 1 Answer

Add force to an arrow 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges