diff --git a/Assets/Application.SHConfig b/Assets/Application.SHConfig index c9b34a7a..5673556d 100644 --- a/Assets/Application.SHConfig +++ b/Assets/Application.SHConfig @@ -1,4 +1,4 @@ Start in Fullscreen: false -Starting Scene ID: 94246101 +Starting Scene ID: 97158628 Window Size: {x: 1920, y: 1080} Window Title: SHADE Engine \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Player/SC_PlayerController.cs b/Assets/Scripts/Gameplay/Player/SC_PlayerController.cs index af8d8d74..b8a096e9 100644 --- a/Assets/Scripts/Gameplay/Player/SC_PlayerController.cs +++ b/Assets/Scripts/Gameplay/Player/SC_PlayerController.cs @@ -315,13 +315,13 @@ public class PlayerController : Script { Quaternion currentRotation = tranform.LocalRotation; Quaternion targetRotation = Quaternion.LookRotation(new Vector3(axisMove.x, 0.0f, axisMove.y), new Vector3(0.0f, 1.0f, 0.0f)); - tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.DeltaTime); + tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.FixedDeltaTime); } else if (camArm && tranform && isAiming) { Quaternion currentRotation = tranform.LocalRotation; Quaternion targetRotation = Quaternion.Euler(0.0f, SHADE.Math.DegreesToRadians(camArm.Yaw + 180.0f), 0.0f); - tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.DeltaTime); + tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.FixedDeltaTime); } } @@ -346,14 +346,14 @@ public class PlayerController : Script else if (currentState == RaccoonStates.FALLING) { float prevYVel = v.y; - float newYVel = v.y + (gravity * fallMultipler * (float)Time.DeltaTime); + float newYVel = v.y + (gravity * fallMultipler * (float)Time.FixedDeltaTime); float nextYVel = (prevYVel + newYVel) * 0.5f; v.y = nextYVel; } else { float prevYVel = v.y; - float newYVel = v.y + (gravity * (float)Time.DeltaTime); + float newYVel = v.y + (gravity * (float)Time.FixedDeltaTime); float nextYVel = (prevYVel + newYVel) * 0.5f; v.y = nextYVel; }