When adding a force via UltimateCharacterLocomotion.AddForce the result is unpredictable, as it sometimes moves the character twice as fast / at halve speed. The function itself is asking for how many frames it should apply the force, and for continuous forces like treadmills or air currents (applying force each frame) that won't work because it becomes frame rate dependent (the character will be pushed faster at higher frame rates and vice versa)
- UCC 3.3.3p1
- Unity 6.0.60
- UltimateCharacterLocomotion.AddForce seems Frame Rate dependent
- Apply a force to the player via UltimateCharacterLocomotion.AddForce, then use Application.targetFrameRate to set the frame rate to 30, 60, 120
- No error message
- UCC 3.3.3p1
- Unity 6.0.60
- UltimateCharacterLocomotion.AddForce seems Frame Rate dependent
- Apply a force to the player via UltimateCharacterLocomotion.AddForce, then use Application.targetFrameRate to set the frame rate to 30, 60, 120
- No error message