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FixedUpdate and Time.deltaTime slowe

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I am moving rigidbodies around with velocity. Is simply using function FixedUpdate(){ thisRigidbody.velocity.x = movement.x; } enough to make the movement framerate INDEPENDENT. versus function FixedUpdate(){ thisRigidbody.velocity.x = movement.x * Time.deltaTime; } Which seems to slowdown my game. Thanks in advance!

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