• @[email protected]
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    01 month ago

    They used Time.deltatime in FixedUpdate.

    As an experienced Unity developer, its clear that they have literally never developed anything in Unity, ever, and probably just skimmed the documentation.

    This hurts me and its not even my code.

      • ggppjj
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        01 month ago

        I’ve never used unity either, sounds like they used a property that means “variable time between frames” in a context that is expecting a constant.

        Almost sounds like they were setting up a “thing happens faster if your CPU is faster” type of logical bug that the engine is at least preventing internally.

        • @[email protected]
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          01 month ago

          DeltaTime is the old “tie the physics to the framerrate” thing old console games did because they knew they’d be running at a certain frame rate

          When I was learning unity for a week it was literally lesson #2 in 3 different video lesson series NOT to use DeltaTime like that

          • @[email protected]
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            01 month ago

            Oh god. This brings me back to QBASIC days and how I upgraded my computer and it broke all my programs because I was an idiot and controlled time delays using for-loops, lol.

    • @[email protected]
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      01 month ago

      They used Time.deltatime in FixedUpdate.

      To be fair Unity knows this is going to happen and returns Time.fixedDeltaTime to keep things working properly.

      • @[email protected]
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        01 month ago

        But they could stop that internal call and directly use Time.fixeddeltatime instead. Any person that knows how to use Unity knows to not mix the two. Which is my point.

        Gearbox likely has experience with Unreal only, and have no idea what they’re doin gwith Unity. Or at least, the team they put on RoR2.