- Home /
How to compensate Fixed TimeStep - speed in game
Hi everyone, This is my question - Pretend you create an empty scene (2d), you add a sprite, add a rigibody and a box collider. if you play this you will see the sprite falling, now if you go a modify the fixedTimestep,( i think default is 0.02) to 0.01, and now you play the scene, you will se the sprite falling half slow.
for another project that im working on, i need to change the fixed Timestep, but when i do this all the game is very slow, I suppose its because the physics runs in fixedUpdate
so, How can i achive not having this slowmo effect?
Thanks
Your answer
Follow this Question
Related Questions
Android velocity slower than editor 0 Answers
Rigidbody2d.MovePosition on Update vs FixedUpdate 1 Answer
Odd character dash discrepancies. Time.deltaTime? 2 Answers
Hingejoint2D's anchor pushed away from connected anchor 4 Answers
Interpolation issue, some items not being interpolated correctly. 0 Answers