I am probably missing something very obvious here, but can't figure it out.
While in air — I am pushing character to the last direction it was moved.
Problem is that when frame rate is low, the distance jumped is slightly shorter than when fps is high.
I use acceleration for both jumping and moving on vertical axis.
I managed to achieve frame rate independence for jumping (height) using FixedUpdate and * delta.time but for movement, the best result I got is using just Update without * delta.time.
For simple movement on ground this works good; you can't notice any difference, but for jumping front or back — this small difference is is really bad for designing distances between stuff player will jump on.
Unsuccessfully tried many different combinations. Using FixedUpdate and * delta.time or just FixedUpdate with no * delta.time results in faster movement while fps is low. Both in air or on ground.
Also played with Time settings.
Setting Maximum Allowed Timestep close to Fixed Timestep solves the problem, but then char actions are in slow motion..
Push in air code:
(Movement var is made of Get Vertical Axis + Speed var)
Jumping up code:
Googled, but didn't help..
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