As an experienced Unity developer, its clear that they have literally never developed anything in Unity, ever, and probably just skimmed the documentation.
But they could stop that internal call and directly use Time.fixeddeltatime instead. Any person that knows how to use Unity knows to not mix the two. Which is my point.
Gearbox likely has experience with Unreal only, and have no idea what they’re doin gwith Unity. Or at least, the team they put on RoR2.
I’ve never used unity either, sounds like they used a property that means “variable time between frames” in a context that is expecting a constant.
Almost sounds like they were setting up a “thing happens faster if your CPU is faster” type of logical bug that the engine is at least preventing internally.
They used Time.deltatime in FixedUpdate.
As an experienced Unity developer, its clear that they have literally never developed anything in Unity, ever, and probably just skimmed the documentation.
This hurts me and its not even my code.
To be fair Unity knows this is going to happen and returns
Time.fixedDeltaTime
to keep things working properly.But they could stop that internal call and directly use Time.fixeddeltatime instead. Any person that knows how to use Unity knows to not mix the two. Which is my point.
Gearbox likely has experience with Unreal only, and have no idea what they’re doin gwith Unity. Or at least, the team they put on RoR2.
As a programmer but having never used Unity, what does this mean?
I’ve never used unity either, sounds like they used a property that means “variable time between frames” in a context that is expecting a constant.
Almost sounds like they were setting up a “thing happens faster if your CPU is faster” type of logical bug that the engine is at least preventing internally.
Ouch. Maybe they need a Turbo button.