I recently started playing around and learn unity and i was going through the car tutorial, when i noticed that the game acts completely differently after its built, inside unity play mode it feels fine, the car, in this case, reaches the speeds that its supposed to fine and reacts to input keys good, physics seem ok.
But after i build that tutorial scene, it becomes almost like in slow motion… 
Am i doing smth wrong in build settings? or this is some weird bug of this tutorial scene…
it weird and i cant understand what im doing wrong 
Sounds mysterious. What are you building for? Web? iPhone? Desktop? Have you adjusted the timeScale? Unity - Scripting API: Time.timeScale Also check Edit>Project Settings>Time
I’m getting something similar, it seems to be related to mouse input and screen resolution in my case thread link. Are you running in a smaller window or full screen/window the size of your full desktop? If I run full size at my primary monitor’s resolution it’s fine, if I run in a smaller window the ( mouse input only ) seems to slow down proportionally.
I’m guessing it’s something to do with the way the axes are being calculated? Could you test different screen resolutions and see if you notice the same thing?
its only when i make windows standalone, in web players it fine, screen resolution doesnt have any effect…
i think i found the reason why its weird 
its somehow fps thats causing this, i found it by tring to record standalone with fraps that limited the fps to 60fps for recording and everything started to run smooth again, so i noticed that in editor and and in web player fps is limited to 70 and 60fps but in standalone i was getting 300 to 400fps…

So what is the fix? I just ran into the same problem. Different video cards (or monitors) seem to render different speeds of my game.
Sorry this post is a little old but I’m getting the exact same issue,
http://panickmedia.com/~dailyBuild/WebPlayer/WebPlayer.html
(Q and E increase and decrese thrust, mouse steers)
This runs just fine in web build, but when I build standalone, the ship has unrealistically high acceleration.
It is a physics based problem. For physics actions use FixedUpdate(). For speed, an FPS adjustment should be used so a computer that works at 15 FPS calculates the same as one that words at 30 FPS.
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