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Channel: Answers for "Time.deltaTime?"
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Answer by drawcode

If you want smooth animation across all hardware types you want to do things by time instead of by frame. By default Update is frame based. So you may have 30 frames a second or 60 frames a second or...

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Answer by aldonaletto

Time.deltaTime is the time passed since last frame. If you want to move something at a constant velocity *speed*, for instance, multiply *speed* by Time.deltaTime and you will get exactly the distance...

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Answer by matriXcel

Ok let me break this down to you like a boss say you are running the game at 100fps that would be 0.01secs/frame then deltaTime would be 0.01 and lets say you are moving a object 50m*Time.deltaTime on...

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Answer by jaldunate

I remember once seeing a really old piece of software, running in a more modern computer, that was used to show an animation. In this more modern computer, the animation was running so fast that we...

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Answer by OfficialHermie

Can we say that Time.deltaTime is a helper? Let's say we want to move something. Now I write pseudo code... position += (1 meter * time.deltaTime;) On my computer time.deltaTime is "1". Because it took...

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Answer by Priyanka-Rajwanshi

Time.deltaTime is the time it took for completion of the last frame. Using it make the action independent of time frames. As an example: void Update() { transform.Translate(Time.deltaTime , 0 , 0); }...

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