[SOLVED]Windows Build (built on mac) plays slow... and I don't mean framerates.

So I am building on a mac and when I deploy to mac the project plays fine, but when I deploy to windows my character moves slowly. The animations play normally and at the correct speed, but my character travels less space in the game world.

Also, I notice my UI bars are depleting MUCH faster than they normally would.

Sound familiar to anyone just off the top of your head?

Have you tried building from a windows machine just to see if the same thing happens?

Do you have platform specific code? (Like #if UNITY_SOMETHING)

I don’t beleive I have any platform specific code; I am new to this and a complete novice. I have just built a simple project on a mac machine and just tried building for windows and playing on my windows machine for the first time.

can i just move my files over from my mac to my windows machine and build from there or do the different versions of Unity create different file types?

Ok so I transferred all of my files over to the windows computer and launched unity. Game play is all weird; same thing as the windows build from the mac.

Any ideas?

Sounds like you haven’t used Time.deltaTime appropriately, so you ended up with a framerate-dependent game. Probably the same thing would happen on different Macs.

–Eric

I was just looking further and saw you posted this. One of my UI bars uses time.deltatime and plays the same on both builds. The other uses waitforseconds and it is all messed up.

Also my character rotation simply uses a transform.rotate, and it plays the same on both builds, whereas my x and y axis movement uses addforce and behaves differently on both builds. I had to use addforce because transform.translate based movement was leading to lots of clipping through objects.

I don’t even know what direction to move in now. I would like to be able to deploy this to multiple platforms.

It’s not actually an issue of multiple platforms, but of making sure you account for variable framerates correctly, since even on the same platform there will be problems until that’s corrected. Hard to be specific without code, but perhaps you’re using AddForce in Update rather then FixedUpdate, for example.

–Eric

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I have created a thread in the scripting subforum here that includes some of my code snippets. Thank you very much for the help.

Issue is solved; solution is in the Scripting subforum in the above link.

Yeah if I had seen this sooner I would tell you that for our project we have been building separate builds for a 30 fps and a 60 fps for testing. We have to lock time.deltatime to our fps.