My character movement is basically based at the example form the script reference, which can be found here:
After publishing a first prototype i have a user that is not able to jump high enough to reach the next platform. Something that works perfect at my pc and my laptop. A screenshot has showed me that the fps at his pc is very low. At around 15 fps when he made the shot. And he has indeed used a very weak laptop here, with an Intel graphics chip too.
Im a bit clueless what to do, since the code already uses Time.deltaTime. Isnt Time.deltaTime meant to avoid such things? Is there anything i can do so that the jump height is really equal, no matter at which pc or with which framerate the game runs?
Try this code in your Update function. That’ll make your character jump up 2.0m every jump. Much more predictable than just giving an arbitrary upwards force.