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Question by Traczy · Apr 07, 2015 at 01:02 AM · rotationdevicetouchcount

touchcount variating on different devices

When I use the code with my Androd phone, it works just as I want. If I try my game on my dads phone, my player rotates alot faster.

My code:

 if(Input.touchCount > 0){
     Vector3 position = Input.touches[0].position;
     float rotation = (position.x < (Screen.width / 2)) ? 10f : -10f;
     transform.Rotate(0,0,rotation);
  }

(This code makes my player rotate to the left if i press the left side of the screen, and rotate right if I press on the right side of the screen.)

How can I make the rotate speed the same on all devices? Appreciate answers.

Made it work: This problem was caused by different frames per second. I just limited the fps like this: Application.targetFrameRate = 60; And it works just fine.

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Answer by Owen-Reynolds · Apr 07, 2015 at 02:58 PM

The second device, when running your game, has a faster frame rate than the first.

Search for things like "unity game runs too fast." That will explain the problems with moving a certain amount per-frame, and how to use Time.deltaTime to account for different frame rates.

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avatar image Traczy · Apr 08, 2015 at 05:21 PM 0
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Ok thanks!

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Answer by ozturkcompany · Apr 08, 2015 at 05:26 PM

Do both of the devices have the exact same screen width? If not, it is expected. See if this was what you were missing for. Cheers.

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avatar image Traczy · Apr 08, 2015 at 07:40 PM 0
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First I thought that was the problem, so I used long time progra$$anonymous$$g my game so it's the same on every resolution. That wasn't the problem. But what Owen Reynolds said was right. Different fps amount was the problem.

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