I have a basketball throwing game and each mobile i test it on, it acts differently. I am using a fonction that i wrote to make the ball jump by adding a force to it’s ridgidbody without using the Time.deltaTime or Time.FixedDeltaTime and i am calling that fonction within the FixedUpdate fonction, yet this problem happens…any ideas ?
p.s: i tried it with the impulse force mode and without.
public void jump(Vector3 Direction)
{
//adds force to rigidbody
GetComponent<Rigidbody2D>().velocity = new Vector2(0, 0);
GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.None;
Vector2 direction = new Vector2((Direction.x) / 10, 100).normalized;
//force is a pre-determened variable that i use for diiferent kind of balls
GetComponent<Rigidbody2D>().AddForce(direction * force, ForceMode2D.Impulse);
}