I notice that in the FPS walker script, if you don’t have the ‘use fixed update’ option checked and the movement is being applied through the Update() function, then the movement can be a bit funky… I noticed that in my own experiments, applying movement to the character controller in the Update() function produced some funky movement as well. Even if I multiplied the movement by Time.deltaTime.
I’m just wondering, is it customary to apply movements to the character controller in fixedUpdate? And why does applying movements in Update() multiplied by time.deltaTime produce odd results as well? In theory I would think multiplying it by time.deltaTime would make the movements consistent inbetween frames. Why doesn’t it?