Probably a very simple solution to this, but posting this now as I look for it:
Spend time converting my little 2D game to using rigidbodies/colliders for everything. Spent time getting all the movement impulses to feel right on the pc.
When I ran it on the iPhone everything moved at quarter speed, or something.
I’m moving the character left/right via code like this:
if (transform.position.x > leftWall) rigidbody.AddForce(-375,0,0);
Changing the code to use our old buddy deltaTime worked, but the code looks like this (to get similar results):
if (transform.position.x > leftWall) rigidbody.AddForce(-65000 * Time.deltaTime,0,0);
It worked on the iPhone but seems silly to use numbers like that.
Thoughts?