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Question by Arqae · Jan 10 at 07:33 PM · movementframeratedependency

Is FPS independency possible when testing in the editor??

How do you guys implement fps independent movement to your game, I tried first using rigidbody movement like addforce with a clamped speed in forcemode.velocity, I read multiple post saying that fixedupdate should be FPS independent, however for me it doesnt seemed to be true, So I looked for another option, using my movement based on a transform.position, I did transform.position += (dirVector speed Time.deltaTime) because people on the web would say Time.deltaTime would find the time between each frame making my speed consistent and fps dependent, however this would give me the exact same behavior lowering my speed with lower fps. Anyone got any clue to why this is happening to me?

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