Timeline for Moving Multiple Objects With Vector2.MoveTowards Not Consistent
Current License: CC BY-SA 4.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Oct 7, 2023 at 17:47 | vote | accept | PayasoPrince | ||
| Oct 4, 2023 at 20:47 | answer | added | DMGregory♦ | timeline score: 2 | |
| Oct 4, 2023 at 19:08 | comment | added | PayasoPrince | Certainly, I'll add it to the first post. Though, I did make sure that MoveTheButtons() is only being called once. There's also no previous movement as I'm calling it once and stopping the game after the spacing changes. It is worth mentioning that this issue consistently happens when there is a spike in framerate. It doesn't make any sense to me as I'm using speed * Time.deltaTime. So, I'm not sure why framerate would be an issue, but it most definitely is impacting the spacing. | |
| Oct 4, 2023 at 19:04 | history | edited | PayasoPrince | CC BY-SA 4.0 | added 1037 characters in body |
| Oct 4, 2023 at 18:13 | comment | added | Zibelas | Can you include the logic as well that is starting MoveTheButtons and the code for the previous movement? There might be some leftover or multiple calls error | |
| Oct 4, 2023 at 17:45 | comment | added | DMGregory♦ | @philB that's what the Time.deltaTime in the code above is doing, accounting for how much real world time elapsed since the previous frame. | |
| Oct 4, 2023 at 17:28 | history | edited | PayasoPrince | CC BY-SA 4.0 | deleted 8 characters in body; edited title |
| Oct 4, 2023 at 16:30 | comment | added | philB | Normaly you can get the amount to move by using functions like timeGettime() at cpu level that give you a relative time value independant of the framerate. But with unity i don't know how you define a timer. | |
| Oct 2, 2023 at 17:47 | history | asked | PayasoPrince | CC BY-SA 4.0 |