How can I achieve constant Rigidbody2D.AddForce() behavior in the canvas?
I made the mistake of making my bullet hell in the canvas.
Now, AddForce() moves objects differently on different screen sizes - which I assume is because the number of pixels per unit is different and the force is applied in these varying units.
Is there a way I can guarantee that the acceleration/velocity is the same on all resolutions or am I screwed?
Thanks in advance.
More details:
Projectiles move fast in the 9"16" preview window, but slow for every specific android resolution (ie. 400x 800 and 800x1280)
Screen.DPI reports the same value in Debug.log in all of these resolutions. Isn't it supposed to vary by the resolution setting?
My goal is to get the perceived speed to be the same across all resolutions.
Your answer
![](https://koobas.hobune.stream/wayback/20220612123357im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
RigidBody only moves when I remove Collider 2 Answers
Why doesn't my knockback function apply force to it's target? 1 Answer
RigidBody2D.AddForce() horizontally is not working! 2 Answers
How to make arrows fly to user mouse position? 0 Answers
Rigidbody Addforce not working as expected ( video included) 0 Answers