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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
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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
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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