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(1 edit)

The ship should be decelerating more quickly. It happens sometimes going from Unity to the WebGL build, the framerate or physics sort of change from what you're seeing in Unity. Another game I uploaded had a similar issue, but I need to be better about testing it on Itch first. I agree in the web version the movement has way too much momentum, makes aiming difficult. Maybe if I went with an auto aim instead it wouldn't matter, but thought that would make it too easy.

Yeah, don't need to make it auto aim as that would indeed make it too easy.  Most of the Unity -> WebGL games I've made don't really have much in the way of physics, so I haven't had to deal with this issue yet to give any good advice.

I’ve played a lot that use Unity rigidbodys for physics like my game. I also probably forgot to put some of the code where it wouldn’t be affected by frame rate. I did that with a mouse driven game before and the mouse sensitivity was so low compared to when it ran 60fps in Unity. Lessons for next time.