I have a line that is applying force to the player. The force is applied in an Update() while the player is in the Roll animation state.
if (anim.GetBool("isRolling") == true && anim.GetBool("IsGrounded") == true && canRoll == false)
{
rb.AddForce(transform.forward * rollLength, ForceMode.Force);
}
I am targeting two devices, one with high framerate and one with low framerate. On the one with low (30 fps) framerate, it works fine, but on the high framerate (in the 100s) the player goes too far too fast. I have read that Time.deltaTime will divide the force, which doesn't help me. What can I do to fix this issue?
FixedUpdate? - Charleh