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Question by SSuperkirbs5 · Jan 04, 2021 at 11:11 AM · particle systemlag

particle system looks different when frame rate is low

like the title says the particle system looks different when the frame rate is low. i made a bullet that has a particle system as a trail.Like fireballs and such and i was testing something using Application.targetFrameRate to find bugs and i found that the particle system just stays on one place instead of following the bullet.but when the framerate is normal it usually just follows the bullet is there a way to fix this? Thanks in advance

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Answer by rodoiada · Jan 04, 2021 at 11:22 AM

Hey SSuper!

Are you placing your code inside an Update? Maybe try using a Fixed Update instead....

It's a frame-rate independent update method! https://docs.unity3d.com/ScriptReference/MonoBehaviour.FixedUpdate.html

Hope I may help you :)

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avatar image SSuperkirbs5 · Jan 04, 2021 at 11:54 AM 1
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I tried that but it didn't work. the trail is a child of the bullet. But I totally do appreciate your answer! And I could use the fixed update function in the future

avatar image rodoiada SSuperkirbs5 · Jan 04, 2021 at 12:00 PM 0
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Thanks! I'll do my best to try to figure out a way, but for now, just hope you'll find the help you need!

avatar image rodoiada SSuperkirbs5 · Jan 04, 2021 at 12:51 PM 0
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Ok, maybe I have found something. Are you familliar with Time.deltaTime or Time.fixedDeltaTime?

This property gets the time between the current and previous frame. So if you multiply a changing value in Update or FixedUpdate by the Time.deltaTime or Time.fixedDeltaTime you are going to get the output independent of your framerate.

I may not be completely aware of how your code is nor of how this property concept works, but maybe there is a commad which you may multiply by Time.deltaTime and it should move accordingly.

Hope this may help!

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