Lesson 47 – Handling Variable FPS with Time.deltaTime

We’ve been developing our game with the assumption that it will always run at an optimal, and constant, framerate. However, it’s possible that the framerate will vary depending on the capabilities of the platform it’s running on. If the game were to run at a rate lower than 60FPS it would make the game appear to slow down due to the Update() method running less frequently. Unity has a helpful property called Time.deltaTime to combat this problem and make the game appear to run at a fixed rate of change, or what’s called “framerate independent.”

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