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Movment not working correctly on 2ND and 3RD Gen Intel chips

Discussion in 'Scripting' started by ExpressedUnity, Aug 31, 2018.

  1. ExpressedUnity

    ExpressedUnity

    Joined:
    Apr 19, 2015
    Posts:
    59
    Hey all so i am just about to release my first multiplayer title and i am at a complete loss. Iv had testers testing my game for around 2 months now but recently iv had 2 players with 2ND and 3RD gen intel cpus. It seems that my movement script for them does not apply the velocity to the rigidbody correctly. but anything using Translate or Rotate works fine. I am using time.Deltatime and my unity version is 2018.2

    Any ideas?
     
  2. bobisgod234

    bobisgod234

    Joined:
    Nov 15, 2016
    Posts:
    1,042
    Posting the script would help, as well as defining more precisely what you mean by "not working correctly".

    I seriously doubt that its the processors that are causing the problem.
     
  3. ExpressedUnity

    ExpressedUnity

    Joined:
    Apr 19, 2015
    Posts:
    59
    The script is nothing special. this is the entire code for movement

    Code (CSharp):
    1. if (Input.GetKey(KeyCode.W))
    2.                 {
    3.                     rb.velocity = gameObject.transform.forward * Time.deltaTime * Speed;
    4.                     //rb.AddRelativeForce(gameData.transform.forward * Time.deltaTime * Speed, ForceMode.Impulse);
    5.                 }
    6.                 if (Input.GetKey(KeyCode.S))
    7.                 {
    8.                     rb.velocity = gameObject.transform.forward * -1 * Time.deltaTime * Speed;
    9.                     //rb.AddRelativeForce(gameData.transform.forward * -1 * Time.deltaTime * Speed, ForceMode.Impulse);
    10.                 }
    11.                 if (Input.GetKey(KeyCode.A))
    12.                 {
    13.                     gameObject.transform.Rotate(Vector3.down * Time.deltaTime * RotSpeed);
    14.  
    15.                 }
    16.                 if (Input.GetKey(KeyCode.D))
    17.                 {
    18.                     gameObject.transform.Rotate(Vector3.up * Time.deltaTime * RotSpeed);
    19.                 }