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(1 edit)

Are you using a deltaTime approach in the Update method or fixedDeltaTime in the FixedUpdate method?

Using deltaTime in Update. But that wasn't the issue. It was just a weird Unity physics thing. I just changed it so I manually calculate the boost speed based on the slope angle instead of letting Unity do whatever it was doing, and it works fine now.

(1 edit) (+1)

Ah, gotcha. To be fair, physics stuff is usually better off using fixed time for this very reason. This article is really helpful in understanding; maybe it'll be useful to you. The article discusses this from the angle of a different issue, but applying physics using regular deltaTime is impacted by framerate.

Great work, by the way, super creative!