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  • Your game mainly runs out of the Update function, coroutines, and invokes. However since you have a fast-forward, and are spawning things in theses Update based functions the fast forward changes the behavior of the simulation. For example a gun that might have fired twice over 2 frames now needs to do so over 1 frame, while accounting for the enemy position being in 2 different places during that frame. The standard way to fix this in Unity is to run gameplay related evens in the FixedUpdate so framerate/time warping does not mess up your simulation. Otherwise you would need to be able to simulate things like multiple shots over the past frame all happening at different times during that frame.