Time is not consistent with Net 4.6

Hello,

I have a big problem here,

I have a character which moves at 5m/s. When the movement occurs on my PC everything works fine but when I run it on my Android device everything is slower.

By Slower I mean it takes more than 1s to make 5m. Even if I multiply by Time.deltaTime or Time.fixedDeltaTime (for FixedUpdate).
At first I though it was only the animations but it seems its the whole time management. (Here is my post about the animation part : https://forum.unity.com/threads/animation-slower-on-android.510731/

Here is my code for the simple movement.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MovementTest : MonoBehaviour {

    public float amplitude = 20;
    public float speed = 2;

    private float dir;
    private float start;
    private float pos;

    // Use this for initialization
    void Start () {
        start = transform.position.z;
        pos = start;
        dir = 1;
    }
   
    void FixedUpdate () {
        pos += dir * Time.fixedDeltaTime * speed;
        if(pos > start + amplitude)
        {
            pos = start + amplitude;
            dir = -1;
            transform.Rotate(Vector3.up, 180);
        }
        else if(pos < start)
        {
            pos = start;
            dir = 1;
            transform.Rotate(Vector3.up, 180);
        }
        transform.position = new Vector3(transform.position.x, transform.position.y, pos);
    }
}

Thank you for your help.

Ok Nevermid.

Fixed it with maximum allowed timestep :slight_smile:

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