Framerate Independent Firing Rate (delta time?)
I am attempting to make a consistent firing rate. I have done a lot of research on figuring out consistent rates that are independent of framerate and most of the articles about it use deltaTime....
View ArticleFramerate independent physics (FixedTimestep, FixedDeltaTime)
How do I achieve 'correct' framerate-independent physics in Unity? As I understand it; physics logic should always be performed in the FixedUpdate() function (Application of forces, etc), but does this...
View ArticleSpinning a mesh independent of its forward movement?
This question is really about how do I create a prefab that allows for this. What I want is a billboard that will always face the camera while it is moving in space. I believe I do this with a...
View ArticleMovement FPS Independent, how to?
Hello people, I've already asked this here a few times, but no one awsered, so let's try again. I've made a Character controller myself, and I tought i did things right when it comes to FPS...
View ArticleList Problem :(
> using UnityEngine; > using System.Collections;> [System.Serializable] > public class pl> { public string name; public int> hp,maxhp; public int attack; }>>...
View ArticleJump not affected by changing velosity.y
Hello :) I've just done double jump in my game and in a some way it's affected by changing velosity.y by game object. It means the power of second jump depends on a time(?) and changing velosity.y(?)...
View ArticleGet real world's time which independent with device
I'm creating a game on Iphone/Android. In my game, user plants a tree then have to wait for that tree grow up. Each time user opens game, I check the time when user planted the tree and the current...
View ArticleAndroid Resolutions Independent
Hi! I started with unity some weeks ago. Im trying to make a simple side-shooter 2d game, i had set the camera with a script to 1280x720 so i can test it with my phone on landscape orientation. There...
View ArticleKeep Parent scaling independent to Child's (C#)
With this script it makes the child objects rotate based on the parents position, I want to implement something that will allow me to change the parents scale but not have that affect the child scale....
View ArticleIs Endianness Unity platform independent
Does all of builds will be little endian format regardless of the final build platform? I'd rather not use BitConverter class with: if (BitConverter.IsLittleEndian) Array.Reverse(bytes); If it will be...
View ArticleWhy is this small part of code not frame independent ?
I have this code and been messing around with time.deltatime for quite a long time now, not sure why it isnt frame independant, please help. void Update() { Vector3 velocity = bulletSpeed *...
View ArticleHow do I use Time.unscaledTime?
I know what it does but I'm not sure how to use it in my code All the answers I've found just point to how it's a good way to move or animate when Time.timescale == 0 I need some simple example code I...
View ArticleCan'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...
View ArticleFramerate independent Movement
In my project I have Unity's [CharacterController](http://docs.unity3d.com/Manual/class-CharacterController.html). This is the code that made it move. It's working great when using fixed timestep....
View ArticleResolution independence
Hi, I have drag mechanic in my game and I want to have same experience in all devices. I've done this before in another game engine and now that Unity gives us Dpi with Screen.DPI, it should be much...
View ArticleYet another Time.deltaTime question
Jumping and framerate independence. Tried solutions, didn't like. Here is simple example that demonstrates the point - empty scene, attached this to gameobject: using UnityEngine; using...
View ArticleHow Do I get Units to Move to Different Locations?
I keep coming back to this because this is still an issue to me. I switched my focus to other Unity and C# studies but now I'm back. I've seen some videos. Still stuck. Situation: I have a small...
View ArticleHow to make multiple objects with the same script work independently?
I created a script for sinusoidal motion. The movement works perfectly, but the various objects with this script do not move independently. What could I do to solve this problem? Here is the script:...
View ArticleComo posso mover GameObjects de mesmo script de forma independente?
Criei um script o qual faz um GameObject se mover de forma senoidal. O movimento ocorre perfeitamente, mas quando mais de um GameObject contendo este script está em cena todos se movem como um espelho...
View Articlehow to make enemy clone work independently?
so I am making a shooting game where the game spawns 5 enemies from a prefab. the problem is that when the enemy clone gets instantiated it works properly, but when the enemy clone detects the player,...
View ArticleHow do I make and object's position and rotation independent again?
Just as the title says. How can I make the position of an object independent again after making it dependent earlier. This is what I have right now: if(ItemPickedUp == true){ // If you press the E key....
View ArticleTouch Joystick behavior changes with resolution
I tried my game on mobile (tablet res: 1600*2560) and the joystick behaves different there. In free aspect and other default resolutions, it behaves normally. How can I make the behavior independent...
View ArticleJump not framerate independent
Hey, I'm using a custom 2D controller, it has a Move() method that uses transform.Translate(velocity) to move the character. In my player controller script I apply gravity by doing this every frame...
View Articleany way to *not* use deltaTime when framerate slows?
Let me explain. I'm looking for what is essentially a 'hybrid' timestep. I'm making a bullet hell game which requires very little incongruencies with bullet patterns and speed. As a result, when the...
View ArticleAnimation clip skipping keyframes when FPS drop?
have a simple setup in my animation clip for a **sword attack**: ![alt text][1] Just a basic sprite animation and two gameobjects that are **disabled/enabled via keyframes**. One of the GameObjects is...
View ArticleBest Way to turn part of a 3D model in game
While developing a current project, I've realized I might have an issue later in the project. This game is utilizing 3D models of mechs, which has brought up an interesting question for me. While the...
View Articlesell an asset made for Unity projects but without using the Asset Store
Hi Everyone, I wanted to ask if it's possible (e.g. legal) to sell a plugin that I made for Unity **without** going through the asset store? Me and some friends of mine are planning a startup for...
View ArticleChanges done in prefab script get applied to all instances of that prefab.
I am making multiple instances of prefab that has a script asign to it. In the script I am simply changing its color on mousedown. But clicking on one instance of prefab in the scene makes all other...
View ArticleDuplicate prefab and all its variants to new prefab with new variants
Is it possible to make totally independent copy of prefab with all its variants? For example I have: Prefab_1 -> Variant_1 -> Variant_2 And at the end there must be: Copy_Prefab_1 ->...
View Articlehow to make player run-speed independent of computer?
Hi everyone, I'm new to unity and I've written a script for my player run. Although I used Time.deltaTime but yet the run speed is changing in different computers. Could you please check my code and...
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