Hi!
A question about 2D physics.
I’m trying to make a good 2D-sidesscrolling controller. I want to utilize slow-motion in my project.
In the image bellow you can se my problem. The blue border is supposed to be the apex of a jump. But when the game runs in slow-motion it over-shoots it a small lenght.
Thank you very much for the answer. But the “rb2D.velocity.x” is not the problem here. It’s just there to zero out the velocity in Y so the jump is not affected by the current velocity in y. So the jump is always the same force/height. But thanks anyways!
If you can get this to look OK without changing the fixedDeltaTime, I suspect the physics will be more consistent. There are a couple of useful threads to read, one analysis of scaled time by @Edy and I think a couple by me looking at the implications of semi-implicit euler integration and small displacement errors. I’ll try and edit this later with links… Sorry on phone atm.
Thanks! It actually works if I don’t alter the fixedDeltaTime, but it stutters, but if I’m using “interpolate” on the player it looks and works great. But I’m afraid of that this will slowdown the game when it scales to a lot of characters.