I’m noticing when in the Inspector that my public bool isGrounded keeps flickering. It doesn’t keep me from rotating in small screen mode, but when I enter full screen mode I can’t hardly rotate at all except randomly.
I’m guessing that the issue has to do with calling something physics-based (moving a controller, checking for a collision with the ground) while in Update() * - if the game frames and physics frames don’t line up exactly right you can get inconsistent behavior. If that guess is accurate then the reason you’re seeing different behavior between fullscreen and windowed is because there’ll be different framerates.
*I know the documentation has that in the example, I suspect the documentation is wrong. It doesn’t make any sense for anything that collides to run in Update, and to check for being grounded, it has to do that.
You may be able to compensate by giving yourself some leeway, and setting a “timer”:
I thought you didn’t need to use FixedUpdate unless using RigidBody physics, or is that wrong? Would it be more efficient to just check if I’m touching Ground through OnTriggerEnter and change the bool that way?