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are Unity animations frame rate dependent?
Hello unity answers
I have noticed that my Game runs faster on my PC then it does on my android device. Normaly i would think I forgot Time.deltaTime but animations also runs faster like they were frame and not Time dependent. Even my Cloud shader which runs based of a Time node runs faster. Its like the games Timescale is changing based on my framerate. If i set the the frame rate using targetFramRate on my PC in Gameview I get the same slowdown effekt but when running the animation from Editor it is faster.
I really dont get what is going on, any ideas?
Normally you would do physics/movement (and animation speed I think) in FixedUpdate for a fixed timestep, but it shouldn't be that obvious if you don't... something else must be wrong if you experience more than a couple of % difference. What can it be? Show us some code maybe.
I would share code but im not sure of what. I use unitys animation system so atleast that should work normaly right? I never referenced Timescale in my code so far.
Unity animation are time dependant, not fps, it doesn't matter the fps your game is running at, must be something else, and ofc don't change everything to fixed update as suggested, that's a terrible advice