I am currently learning to program in Unity, and made good progress. Some time ago I already did a player controller, and it worked fine. But now I switched to using Rigidbody physics. So I update (in FixedUpdate) the characters movementspeed and set the Rigidbody.velocity accordingly. In the editor it works fine.
When I build the game, the character moves ridiculously fast. To start troubleshooting I made a Text UI Element to display my Rigidbody.velocity.magnitude. It shows the same, regardless whether I’m in play mode or in the standalone.
So I decided to also monitor the time passed using Time.time. In the standalone it goes up like 3 to 5 times as fast as normal, while timeScale REMAINS at 1.
Is there any mistake I could’ve made, which causes the time to rapidly pass while the timeScale is 1? If it is needed, I’ll post some code segments. But I honestly wouldn’t know what to post, since I’m pretty confident, that there is no mistake in it, since it runs fine in the editor. NOTE: in the editor my game runs with ~150fps while the standalone renders some 1.5k fps. But this ratio does not correlate with the factor by which the time runs faster.