I’ve put collectively a bit Git repo to share with you some scripts from the Unity 2D platformer I have been engaged on. I’ve written some primary WASD motion management within the Motion.cs script (below Scripts/Character within the repo) and it’s working rather well. It does every little thing I would like it to do, and whereas it’s primary, I intend to shine it up a bit over the course of the event of the sport. Nonetheless, I have been noticing that each time I construct the sport, each transferring entity strikes at a quicker pace. The “AI” (sure I exploit the time period very loosely) that I programmed into enemies just like the Chompas and BadBirds appears to be far too quick or far too sluggish, as are user-controlled actions and animated powerup bubbles.
Now, I consider I’ve traced it again to the best way I create translations; I add vectors to Rework.Place each time I would like to maneuver an object or entity. These vectors settle for float values as their parameters, and seeing as I am not totally clear on what these values signify, I really feel which may be the place the problem lies. Are these distance values consultant of some dynamic system of measurement that is likely to be altering between builds? In that case, how would possibly I standardize my distances? Am I completely off the mark? Lol. Any and all assistance is vastly appreciated.
To be completely clear, this situation happens each time I hit play, no matter whether or not or not modifications have been made. Thanks once more!