I have a simple 2D game. I sometimes find that my character would jump further and move faster in some test runs of gameplay. I figured out this was because sometimes I would use full screen and sometimes not.
Like most tutorials my movement is configured by a group of variables on my sprite (speed, jump height ect) and I am using Update for my movements script. In other words, that’s where I capture keyboard inputs and calculate movement. I don’t use FixedUpdate for this. The reason is that FixedUpdate seems to give me issues when trying to craft a nice jump cycle. That way I can control the amount of time in the air and the length of the decent.My timers that I use to control my jump time are frame accurate in Update.
I did as, an experiment refactor, my movement logic into FixedUpdate, but I still saw the same issues with different sized screens giving me different results.
I think I am missing something fundamental with my understanding of displays, physics and jump logic. Has anyone ran into similar issues before and how have you fixed this? I dont want to not use the Physics engines as RigidBodies are pretty handy, but I do need to have more control over my jumps and I need it to be consistent.