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Question by stackmann0 · Oct 17, 2015 at 01:50 PM · movementframerateindependent

Can't achieve framerate independent movement

Hello,

I can't get my movement to be framerate independent. Here's the code I using inside Update:

 void Update ()
 {       
        if (Input.GetKeyDown(KeyCode.Escape))
             Application.Quit();
 
         if (Input.anyKey)
         {
                 velx ++;
         }
         else
         {
             velx *= drag;
         }
 
         velx = Mathf.Clamp(velx, -max_velx, max_velx);
 
         Vector3 delta = new Vector3(velx * Time.deltaTime, 0, 0);
         transform.Translate(delta);
 }

When I change the quality of the graphics in the game.. the player speed changes considirably. I can't see where the problem might come from, since I'm scaling the velocity by the time spent on the frame.

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Answer by hexagonius · Oct 17, 2015 at 03:22 PM

yes, but velx gets changed by constants and not by deltaTimed values. velx++ and velx *= drag are called as often as Update is ran.

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avatar image stackmann0 · Oct 17, 2015 at 08:09 PM 0
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OOO$$anonymous$$..thanks. I understand. But isn't there a way to cap the calling frequency of the Update method? I'm planning to run my game at 60FPS..And I don't care if the user's machine can't do that(he should buy another machine or lower the settings). I'm using velx++ ins$$anonymous$$d of velx+=Time.deltaTime is I don't want my movement equation to be quadratic in terms of time.. I think that's non intuitive when it comes to gameplay tweeking.. What do you think?

avatar image hexagonius stackmann0 · Oct 17, 2015 at 09:36 PM 0
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Use FixedUpdate for a fixed call interval ins$$anonymous$$d. What you mean with quadratic equation, I don't know.

avatar image stackmann0 hexagonius · Oct 18, 2015 at 09:02 AM 0
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If you do velx+=Time.deltaTime and then you do Translate(new Vector3(velx*Time.deltaTime,0,0)) now your position depends on Time.deltaTime².. this is what I mean by quadratic in terms of time.

I used FixedUpdate but I got some weird input, and the player wasn't responding as he should.

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