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Question by Steakmaster · Jun 20, 2018 at 04:55 PM · normalize

I got a code that isn't normalized. Can someone help me?

here's my code:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Move : MonoBehaviour { Vector3 Position = new Vector3(1.0f, 1.0f, -25.0f); const int SPEED = 5; // Use this for initialization void Start () {

 }

 // Update is called once per frame
 void Update()
 {
     if (Input.GetKey("w"))
     {
         Position += new Vector3(0, SPEED * Time.fixedDeltaTime, 0);
     }
     if (Input.GetKey("s"))
     {
         Position += new Vector3(0, -SPEED * Time.fixedDeltaTime, 0);
     }
     if (Input.GetKey("a"))
     {
         Position += new Vector3(-SPEED * Time.fixedDeltaTime, 0, 0);
     }
     if (Input.GetKey("d"))
     {
         Position += new Vector3(SPEED * Time.fixedDeltaTime, 0, 0);
     }
     transform.position = Position;
     


 }

}

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avatar image Hellium · Jun 20, 2018 at 05:21 PM 0
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What is the exact question here?

The code you have should work.

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Answer by ShadyProductions · Jun 20, 2018 at 05:38 PM

Naturally Time.fixedDeltaTime is the difference between two calls of FixedUpdate() and it always holds the same value.

As you see, it would make no sense using Time.fixedDeltaTime in the Update() method. Better use Time.deltaTime instead in Update(). Time.deltaTime is the time interval between current frame and the last one, which is the same than the time interval between two calls to the Update() method.

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avatar image Steakmaster · Jun 20, 2018 at 06:19 PM 0
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Ok, I get it. so after i change Time.fixedDeltaTime to Time.deltaTime, how would I normalize the speed?

avatar image ShadyProductions Steakmaster · Jun 20, 2018 at 06:42 PM 0
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You don't need to, but if you have to:

 new Vector3(SPEED * Time.deltaTime, 0, 0).normalized;
avatar image Steakmaster ShadyProductions · Jun 20, 2018 at 07:54 PM 0
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I think it works but I can't tell cause now it's going extremely fast.

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