Search
 
SCRIPT & CODE EXAMPLE
 

CSHARP

unity time.deltatime meaning

Rendering and script execution takes time. It differs every frame.
If you want ~60 fps, you will not have stable fps - but differing amounts,
of time passing each frame. You could wait if you are too fast,
but you cannot skip rendering when you are slower than expected.

To handle different lenghts of frames, you get the "Time.deltaTime".
In Update it will tell you how many seconds have passed 
(usually a fraction like 0.00132) to finish the last frame.

If you now move an object from A to B by using this code:

object.transform.position += Vector3.forward * 0.05f;

It will move 0.05 Units per frame. After 100 frames it has moved 5 Units.

Some pcs may run this game at 60fps, others at 144 hz.
Plus the framerate is not constant.

So your object will take 1-5 seconds to move this distance.

But if you do this:

object.transform.position += Vector3.forward * 5f * Time.deltaTime;

it will move 5 units in 1 second. Independent of the framerate.
Because if you have 10000 fps the deltaTime will be very very small 
so it only moves a very tiny bit each frame.

Note: In FixedUpdate() its technically not 100% the same every frame,
but you should act like it's always 0.02f or whatever you set the physics
interval to. So independent from the framerate, 
the Time.deltaTime in FixedUpdate() will return the fixedDeltaTime
Comment

unity deltatime

using UnityEngine;
// Rotate around the z axis at a constant speed
public class ConstantRotation : MonoBehaviour
{
    public float degreesPerSecond = 2.0f;
    void Update()
    {
        transform.Rotate(0, 0, degreesPerSecond * Time.deltaTime);
    }
}
Comment

unity time deltatime

-- Simple Explanation for Time.deltaTime --

◉	Using Time.deltaTime Unity can tell us how long each frame took to execute

◉	When we multiply something by Time.deltaTime it makes our game
	"frame rate independent "

◉	The game behaves the same with slow and fast computers


Here a small Calculation for the big brainers

	◉◉ Slow PC ◉◉		◉◉ Fast Pc ◉◉

Fps:		10					100

Duration	 
of Frame	0.1s				0.01s

Distance
per Second	1 x 10 x 0.1 = 1		1 x 100 x 0.01 = 1

Both, slow and fast pc, move at the same rate. Without deltatime (duration of Frame)
the fast pc would be mooving much faster.

Comment

PREVIOUS NEXT
Code Example
Csharp :: write text files with C# 
Csharp :: unity point between two positions 
Csharp :: how to create a list in c# unity 
Csharp :: how to chagne rotation in unity 
Csharp :: int to ascii c# 
Csharp :: How to get an array of months in c# 
Csharp :: unity ignore collision between two objects 
Csharp :: how to convert string to int in c# 
Csharp :: convert from xls to xlsx C# 
Csharp :: c# cast to type variable 
Csharp :: C# array index tostring 
Csharp :: error provider c# 
Csharp :: how to access individual characters in a string in c# 
Csharp :: unity transparent object 
Csharp :: c# add picturebox to form 
Csharp :: c# string array contains 
Csharp :: how to clone something unity 
Csharp :: top down movement unity 
Csharp :: c# print exception stack trace 
Csharp :: asp.net data annotations double 
Csharp :: how to save datagridview data to database in c# windows application 
Csharp :: get last element of array c# 
Csharp :: OnMousedown unity ui 
Csharp :: c# use hashtable check if key exists 
Csharp :: when was the third world war 
Csharp :: c# calculator 
Csharp :: c# regex find number in string 
Csharp :: raycasting in unity 
Csharp :: getmousebuttondown unity 
Csharp :: get index c# 
ADD CONTENT
Topic
Content
Source link
Name
7+6 =