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how 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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Duplicate 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 ->...

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Changes 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...

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sell 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...

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Best 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...

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Animation 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...

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any 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...

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Jump 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...

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Touch 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...

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How 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....

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how 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,...

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Como 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...

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How 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:...

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How 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...

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Yet 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...

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Resolution 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...

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Framerate 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....

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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...

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How 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...

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Why 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 *...

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Browsing index pages (102 articles)


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