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Framerate Independent Firing Rate (delta time?)

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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. However, most timers do not. I have a timer that works as long as the interval is not less that "0.2". Any number less than that has inconsistent results depending on the framerate. Specifically, when I play the project in the maximized window, versus a small window. Here is the code I am using. I know this has been beaten to death, so forgive me, please. I assume I must use some form of deltaTime multiplier somewhere. using UnityEngine; using System.Collections; public class Shooter : MonoBehaviour { // public GameObject bullet; // public Transform cam; public float interval; public float lastFire = -9999; public int shotsFired; void Update () { if(Time.time < 5) { if(CanFire ()) { lastFire = Time.time; // Instantiate(bullet, cam.position, cam.rotation); shotsFired ++; } } } bool CanFire() { return Time.time >= lastFire + interval; } } I have toggled out the bullet references so that it can be easily tested. The reason I know it is inconsistent is because I implemented a test that lasts for a specific amount of time. I realize my test may be faulty and could be the actual problem. If so, please let me know. I really appreciate any and all help. Thanks, and God bless! Howey

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