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Many things are based on FPS instead of ellapsed time!

Please, double-check your code to ensure nothing is based on the number of "Update"/"FixedUpdate" call number... FPS is very platform-dependant, and the game is not as difficult accross them because of a bad time management (e.g. on Android, Main Game is very difficult, because fuel consumption is FPS-based, and initial angle picker 'widget' too)

Everything based on time ellapsed sould use Time.deltaTime * any_constant, examples to fix :

Edit: Ok, I missed some usages of FixedUpdate(), which is called at 'fixed' framerate. But even with that I think it should be better (readibility of code, being independant from fixedTime...) to define manually constants in units per seconds, and use the standard Update().