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Question by DranrebKing · Dec 04, 2018 at 12:51 PM · c#bugmobilemobileoptimizationvsync

Jump Force (rigid body velocity) is not equal in different mobile phones

I have a simple platformer that allows the player to jump from one platform to another using this code:

 JumpForce = GravityForce * JumpHeight;
 rigidbody2D.velocity = new Vector2(0, JumpForce);

And a "gravity pull" code that I placed on the update function:

 rigidbody2D.velocity = new Vector2(0, rigidbody2D.velocity.y - (GravityForce * GravityForce));

Here are the values of the floats:

 Jump Force: 10
 Gravity Force: 1.5
 Jump Height: 32

This work on the editor flawlessly. However, when I tried it on an android phone, the player jumps too high. The game also lags a bit. I figured out the lag may have caused it. So I tried:

 JumpForce = GravityForce * JumpHeight * 35 * Time.deltatime;
 rigidbody2D.velocity = new Vector2(0, JumpForce);

It still doesn't work. I think it's probably on the refresh rate or something? I tried disabling Vsync but it only made my game weirder like the player's movement is awkwardly off.

Is there someway I could manage to make the jump force (velocity) universal to all devices, varying from their refresh rates, resolution, etc?

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