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Question by Stardog · Jun 08, 2013 at 03:41 PM · deltatimeheadbobbobbing

Time.deltaTime help

Can anyone help adding Time.deltaTime to this script? I'm not sure in how many positions it needs to be placed. It's for a camera bob script.

For example, if I do

 var translateChange = waveslice * bobbingAmount * Time.deltaTime;

then...

 translateChange = totalAxes * translateChange;

...should be * Time.deltaTime also?

 var moveTouchPad : Joystick;
 private var timer = 0.0;
 var bobbingAmount = 0.2;
 var midpoint = 2.0;
 
 var speedLeft = 0.3;
 var speedRight = 0.4;
 var speedForward = 0.4;
 var speedBack = 0.3;
      
 function Update ()
 {
 
     if (moveTouchPad.position.y > 0 || moveTouchPad.position.y < 0 || moveTouchPad.position.x > 0 || moveTouchPad.position.x < 0)
     {
         var waveslice = 0.0;
         
         if (Mathf.Abs(1) == 0 && Mathf.Abs(1) == 0)
         {
             timer = 0.0;
         }
         else
         {
             waveslice = Mathf.Sin(timer);
             
             // FORWARD
             if (moveTouchPad.position.y > 0)
                 timer += (moveTouchPad.position.y * speedForward); // INCREMENT TIMER
             
             // RESET TIMER
             if (timer > Mathf.PI * 2)
                 timer -= (Mathf.PI * 2);
         }
         
         // MOVE CAMERA
         if (waveslice != 0)
         {
             var translateChange = waveslice * bobbingAmount;
             var totalAxes = Mathf.Abs(1) + Mathf.Abs(1);
             totalAxes = Mathf.Clamp (totalAxes, 0.0, 1.0);
             translateChange = totalAxes * translateChange;
             transform.localPosition.y = midpoint + translateChange;
             if (translateChange <= (-0.05));
         }
         else
         {
             transform.localPosition.y = midpoint;
         }
     }
 
 }
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Answer by aldonaletto · Jun 08, 2013 at 04:24 PM

Actually, multiplying Time.deltaTime by a velocity results in the displacement made since last frame (velocity * elapsed time gives the distance traveled during this time). Time.deltaTime can also be used to decrement/increment a float variable at constant speed, which I suppose is actually what you should do:

   timer += (moveTouchPad.position.y * speedForward * Time.deltaTime); // INCREMENT TIMER

This would make the timer variable be incremented at a speed proportional to moveTouchPad.position.y

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avatar image Stardog · Jun 08, 2013 at 05:50 PM 0
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So there's no need for the "move camera" code to be multiplied by it?

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