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Question by SENSBoD · Jun 17, 2014 at 03:53 PM · fixedupdatetime.deltatimeupdate functiondeviceperfomance

Different game speed

Working on runner. Gameplay is similar to Geometry Dash. Character stands in place and just jumping.

I'm testing game on two devices: lg optimus 2x and googel nexus 5. Main problem is that game is about 30% slower on better device - google nexus 5.

 Moving platform script:
 
 public class MoveRoadBlock : MonoBehaviour {
 
     void Start () {
 
         transform.gameObject.name = transform.gameObject.name.Replace("(Clone)", "");
 
     }
 
     void FixedUpdate () {
 
         transform.Translate(-0.09f, 0f, 0f * Time.fixedDeltaTime);
 
     }
 
 }

Jumping script:

 public class Jump : MonoBehaviour {
 
     float speed = 300.0f;
 
     float jumpSpeed = 44.65f;
 
     float gravity = 50.0f;
 
     bool grounded;
 
     float param = 1.976f;
 
     int frameRate = 40;
 
 bool jump;
 
     public void Start () {
 
         Time.captureFramerate = frameRate;
 
         Screen.sleepTimeout = SleepTimeout.NeverSleep;
 
         rigidbody.constraints = RigidbodyConstraints.FreezePositionX;
 
         rigidbody.constraints = RigidbodyConstraints.FreezePositionZ;
 
         rigidbody.freezeRotation = true;
 
         grounded = false;
 
         jump = false;
 
     }
 
 void OnCollisionStay() {
 
         grounded = true;
 
     }
 
     void OnTriggerStay(Collider other) {
 
         if (other.tag == "NoJump")
 
             grounded = false;
 
     }
 
     public void FixedUpdate () {
 
         Vector3 dir = Vector3.zero;
 
         foreach (Touch touch in Input.touches)
 
  {
 
             if (touch.phase == TouchPhase.Began) {
 
                 Debug.LogWarning("touch_began");
 
                 jump = true;
 
             }
 
             if (touch.phase == TouchPhase.Ended) {
 
                 jump = false;
 
             }
 
         }
 
         if (jump) {
 
             if (grounded) {
 
                     dir.y = jumpSpeed;
 
                     grounded = false;
 
             }
 
         }
 
         dir.y -= gravity * Time.fixedDeltaTime;
 
         dir *= Time.fixedDeltaTime * param;
 
         rigidbody.AddForce(dir * speed);
 
     }
 
 }

How to make it the same on all devices?

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Answer by robertbu · Jun 17, 2014 at 04:22 PM

There is one problem here. Your code is:

 transform.Translate(-0.09f, 0f, 0f * Time.fixedDeltaTime);

You are not scaling the 'x' movement (the only one that produces any movement) by fixedDeltaTime. At a minimum you want is:

 transform.Translate(speed * Time.fixedDeltaTime, 0f, 0f);

'speed' will need to be around -5.5.

But I really suggest this movement code be moved into Update() instead of being in FixedUpdate().

 transform.Translate(speed * Time.deltaTime, 0f, 0f); 
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avatar image SENSBoD · Jun 17, 2014 at 06:00 PM 0
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Why should it be exactly that value?

avatar image SENSBoD · Jun 17, 2014 at 07:05 PM 0
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'speed' will need to be around -5.5

Why should it be exactly that value?

avatar image Lyje · Jun 19, 2014 at 01:40 PM 1
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I think he meant -4.5, since that's -0.09/Time.fixedDeltaTime (Time.fixedDeltaTime being 1/50 by default).

Note that this isn't the problem you're having, just a general problem.

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Answer by SENSBoD · Jun 19, 2014 at 12:35 PM

I made some tests and it look's like a problem is this line:

 Time.captureFramerate = frameRate;

If I delete this - game speed become the same like on remote, but I have new problem - player sometimes don't jump or jumps after removal of finger.

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