Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Question time.deltaTime problem with my dashing system.

Discussion in '2D' started by Guilhem_was_taken, Jan 3, 2023.

  1. Guilhem_was_taken

    Guilhem_was_taken

    Joined:
    Feb 3, 2022
    Posts:
    14
    So I am currently trying to make a dash that actually feels smooth on my 2D platformer game. So I tried to use the linear drag that gives you the Rigid Body 2D component. I made it so that it would scale up by squares (power 2) but I found a problem : depending on my frame-rate, the dash wouldn't go as far. Lower the frame-rate is, farther it goes. So I looked at it and I saw that when the frame-rate is low, the linear drag doesn't reach the cap I gave it, unlike when the frame-rate is normal (about 70 fps). The problem is coming from the fact that my dash uses Time.delaTime so the script isn't repeated during the dash as much times when the frame-rate is low. The problem is that I really don't have any idea on how to solve it. Can someone help me ? Here's my code in the update:
    Code (CSharp):
    1. if (_isDashing)
    2.             {
    3.                 if (timerFrames >= _dashFramesTime)
    4.                 {
    5.                     print(_isDashing);
    6.                     _isDashing = false;
    7.                     print(_isDashing);
    8.                     timerFrames = 0;
    9.                     //HasCalledLinearDrag = false;
    10.  
    11.                     //timerFrames = 0;
    12.                 }
    13.                 else
    14.                 {
    15.                     //stopping dashing
    16.                     timerUsingSeconds(_dashFramesTime);
    17.                     FalseHBox.IsHeDashing(_isDashing);
    18.                     Trail.enabled = true;
    19.                     body.gravityScale = 0;
    20.                     //if (!HasCalledLinearDrag)
    21.                     //{
    22.                     fonctionPourLeLinearDrag(test);
    23.                        // HasCalledLinearDrag = true;
    24.                     //}
    25.                     body.drag = DragDuPerso;
    26.                     dashKindness = false;
    27.                     if (verticalInput1 == 0 & !isGrounded())
    28.                     {
    29.                         {
    30.  
    31.                             body.velocity = _dashingDir.normalized * _dashVelocity * 5.25f;
    32.  
    33.                         }
    34.  
    35.                     }
    36.                     else if (verticalInput1 == 0 & isGrounded())
    37.                     {
    38.                         body.velocity = _dashingDir.normalized * _dashVelocity * 5.75f;
    39.                         print("hi");
    40.                     }
    41.  
    42.                     else
    43.  
    44.                         body.velocity = _dashingDir.normalized * _dashVelocity * 4.5f;
    45.  
    46.                     return;
    47.                 }
    the fonctions used:
    Code (CSharp):
    1.  
    2. private void GetAnAnctualExposant(float antecedentValeur, float NombreDeLaPuissance, float departImageOuY, float step)
    3.     {
    4.         //test = ok * ok;
    5.         result = antecedentValeur;
    6.         if (NombreDeLaPuissance == 0)
    7.         {
    8.             result = 1;
    9.             return;
    10.         }
    11.         if(step == 1)
    12.         {
    13.             for (int i = 0; i < (NombreDeLaPuissance - 1); i++)
    14.             {
    15.                 print("seems about right i guess");
    16.                 //if ( i == 0)
    17.                 //{
    18.                 //result = antecedentValeur * result;
    19.                 //}
    20.                 //else
    21.                 result = antecedentValeur * result + departImageOuY;
    22.                 print(result);
    23.             }
    24.         }
    25.         else if (step == 0.5)
    26.         {
    27.             for (int i = 0; i < ((NombreDeLaPuissance - 1)*2); i++)
    28.             {
    29.                 print("seems about right i guess");
    30.                 //if ( i == 0)
    31.                 //{
    32.                 //result = antecedentValeur * result;
    33.                 //}
    34.                 //else
    35.                 result = (antecedentValeur*0.5f) * result + (departImageOuY*0.5f);
    36.                 print(result);
    37.             }
    38.         }
    39.  
    40.     }
    41.     private void fonctionPourLeLinearDrag (float h)
    42.     {
    43.         if (DragDuPerso < 1 && DragDuPerso >= 0)
    44.         {
    45.             DragDuPerso = 0.001f;
    46.         }
    47.         if (body.drag < 61147)// && _conteurPourNePasMonterTtDeSuite > 2)
    48.         {
    49.             GetAnAnctualExposant(DragDuPerso, 2f, -2.5f, 1);
    50.             DragDuPerso = body.drag + result;
    51.             body.drag = DragDuPerso; // Time.deltaTime;
    52.             print(DragDuPerso);
    53.         }
    54.         _conteurPourNePasMonterTtDeSuite += 1;
    55.  
    56.     }
    57.  
    58.     private void timerUsingSeconds (float amountOfseconds)
    59.     {
    60.         print("l.");
    61.         if(timerFrames < amountOfseconds)
    62.         {
    63.             print("l n° 2");
    64.             timerFrames += Time.deltaTime;
    65.         }
    66.         return;
    67.     }
    Edit:
    I know I should probably have used a coroutine for the timer on the dash but it doesn't seem to change anything. Sorry for the french gibberish...
     
    Last edited: Jan 4, 2023
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,951
    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    You may edit your post above.

    To find out what is going on, here's where to start:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. Guilhem_was_taken

    Guilhem_was_taken

    Joined:
    Feb 3, 2022
    Posts:
    14
    Thank's ! I didn't know you could see the object in the scene when you click the message in the console. Do you know how to access the frame-rate at which the game is running in-code ? I know Time.deltaTime works using this value so I would argue it has to exist but I couldn't find it on internet. I think it could help me resolve my problem, or at least, understand it further.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,951
    Plenty of FPS counter tutorials and frame rate indicators all over Youtube.

    The instantaneous framerate is generally
    1.0f / Time.deltaTime;


    It may be useful to time-filter it to reduce noise, or consider more sequential frames.