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What is frame rate dependence?
A game that is frame rate dependent is one in which parts of the game is tied specifically to the number of frames the device the game is running on can draw.
What does time deltaTime do in unity?
deltaTime is simply the time in seconds between the last frame and the current frame. Since Update is called once per frame, Time. deltaTime can be used to make something happen at a constant rate regardless of the (possibly wildly fluctuating) framerate.
Does Rigidbody velocity need time deltaTime?
Just change Time. timeScale without using deltaTime to multiply your velocity. The rigidbody.
What is Frametime?
Frametime is, technically, how long it takes to render a frame. In the real world this also translates to how long each frame is on your screen. It’s inversely tied to refresh rate. At solid 60 FPS, every frame will be 16.6666ms long. At 30 FPS solid, every frame will be 33.3333ms long.
What does Delta mean in time and framerate?
Delta means a change in a quantity, so delta-time means the change in time. It is the time, in seconds, since the last tick. It is the time, in seconds, since the last tick. For example, at 100 fps dt will be 0.01 (one hundredth of a second), and at 10 fps dt will be 0.1 (one tenth of a second).
Do you use time.deltatime with rigidbody?
Actually, you don’t want to use Time.deltaTime with rigidbody.velocity. Due to the fact that it already moves your character at a speed that is framerate independent, using Time.deltaTime actually breaks things. It basically becomes framerate dependent again due to your velocity essentially being speed * Time.deltaTime *…
How to set velocity to time.deltatime?
It basically becomes framerate dependent again due to your velocity essentially being speed * Time.deltaTime * Time.deltaTime. So, just set rigidbody.velocity equal to Vector3 (0,0,speed). It should work just fine.
When to use DT to achieve framerate independence?
This means at both 30 FPS and 60 FPS our object moves to the right 60 pixels every second – the same speed, regardless of framerate. Any time you move an object at a steady speed, you need to use dt in that way to achieve framerate independence.