Straight forwardly, I have a runner whose speed ought to be constant… I use
transform.position = new Vector2 (transform.position.x + (Speed * Time.deltaTime), transform.position.y);
Time.timeScale is all left untouched… but when I run the game sometimes the position isn’t the same at X number of seconds than it was before. I do notice that sometimes the game lags up, but shouldn’t the use of multiplying by Time.deltaTime take lag out of the equation?