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Question by enzosonic04 · May 04, 2020 at 12:05 AM · 2deditorbuildfpsslow

Game runs normal on editor, but it's slow on build

Hi, i'm making a 2d plataformer game, and, even with it being just a simple small test level with just the player and a ground, it gets really slow when build. It runs normally in the editor, and i can't find any solution to this, does anyone know how to fix it?

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Answer by enzosonic04 · May 04, 2020 at 10:15 PM

Apparently it has something with Time.Deltatime, because i'm moving the player with transform.position instead with RigidBody, but i still don't know how to fix that... There is the script

 using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
     
     public class Movement : MonoBehaviour
     {
         public Animator animator;
         Vector3 pos;
         public Rigidbody2D rb;
     
         //variables
     
         public bool Ground = false;
         public float xsp = 0f;   //the speed in which sonic is moving horizontally
         public float ysp = 0f;   //the speed in which sonic is moving vertically
         public float gsp = 0f;   //the speed in which sonic is moving on the ground
     
         //constants
     
         float air = 0.0009375f;
         float jmp = 20.005f;
         float grv = 0.21875f;
         float acc = 0.046875f;
         float dec = 0.07f;
         float frc = 0.046875f;
         float top = 15f;
     
         // Start is called before the first frame update
         void Start()
         {
     
         }
     
         // Update is called once per frame

         void Update()
         {
     
             rb = GetComponent<Rigidbody2D>();
     
             #region animation
     
             //Stop running animation when not running
     
             if (gsp == 0)
             {
                 animator.SetBool("Run", false);
             }
     
             //Flip When Turning
     
             Vector2 Scale = transform.localScale;
     
             if (Input.GetAxis("Horizontal") < 0)
             {
                 animator.SetBool("Run", true);
                 Scale.x = -6;
             }
     
             if (Input.GetAxis("Horizontal") > 0)
             {
                 animator.SetBool("Run", true);
                 Scale.x = 6;
             }
     
             transform.localScale = Scale;
     
             //Animator Speed
     
             animator.SetFloat("Speed", Mathf.Abs(gsp));
     
             #endregion
     
             #region Horizontal Moviment
     
             //Left Input
     
             if (Input.GetKey("left"))
             {
                 if (gsp > 0)
                 {
                     gsp -= dec;
                     if (gsp <= 0)
                     {
                         gsp = -0.5f;
                     }
                 }
                 else if (gsp > -top)
                 {
                     gsp -= acc;
                     if (gsp <= -top)
                     {
                         gsp = -top;
                     }
                 }
             }
     
             //Right Input
     
             if (Input.GetKey("right"))
             {
                 if (gsp < 0)
                 {
                     gsp += dec;
                     if (gsp >= 0)
                     {
                         gsp = 0.5f;
                     }
                 }
                 else if (gsp < top)
                 {
                     gsp += acc;
                     if (gsp >= top)
                     {
                         gsp = top;
                     }
                 }
     
             }
     
             //Friction
     
             if (!Input.GetKey("left") && !Input.GetKey("right"))
             {
                 animator.SetBool("Run", false);
                 gsp -= Mathf.Min(Mathf.Abs(gsp), frc) * Mathf.Sign(gsp);
             }
     
             if (Input.GetKey("left") && Input.GetKey("right"))
             {
                 if (gsp == 0)
                 {
                     animator.SetBool("Run", false);
                 }
                 gsp -= Mathf.Min(Mathf.Abs(gsp), frc) * Mathf.Sign(gsp);
                 dec = 0;
             } else {
                 dec = 0.07f;
             }
     
             #endregion
     
             #region Vertical Moviment
     
             if (Ground == false)
             {
                 ysp -= grv;
             }
     
             if (Input.GetKey("z"))
             {
                 if (Ground)
                 {
                     Ground = false;
                     ysp += jmp;
                 }
             }
     
      
     
     
     
     
     
             #endregion
     
         }
     
         void FixedUpdate()
         {
             //Position = gsp
     
             pos = transform.position;
     
             pos.y += ysp * Time.fixedDeltaTime;
             pos.x += gsp * Time.fixedDeltaTime;
     
             transform.position = pos;
         }
             
         void OnCollisionEnter2D(Collision2D col)
         {
             ysp = 0;
             Ground = true;
         }
     
         void OnCollisionExit2D(Collision2D col)
         {
             Ground = false;
         }
     }



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