GOAL
So I have a space-invaders type game I have made to practise unity and I want to upload it to Itch.io as I have done in the past.
This is a clip of the game.
I switched platforms to WebGL in Build Settings etc, and everything worked fine in Unity.
PROBLEM
However when I built it and uploaded the zip file to Itch.io, the aliens are now a lot faster than usual.
(Be aware there may be other things that have changed, I just haven't been able to get to them since it is extremely hard).
CODE
Alien movement:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AleenController : MonoBehaviour
{
Rigidbody2D rigidbody;
public float speed = 10f;
ScoreController scoreController;
AudioSource aleenDie;
void Start()
{
scoreController = GameObject.Find("Canvas/Score").GetComponent<ScoreController>();
rigidbody = GetComponent<Rigidbody2D>();
aleenDie = GameObject.Find("Main Camera/AleenDie").GetComponent<AudioSource>();
}
void Update()
{
rigidbody.MovePosition(transform.position new Vector3 (0, -1, 0) * speed * Time.deltaTime);
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.tag == "laser")
{
aleenDie.Play();
scoreController.score = 1;
Destroy(gameObject);
}
}
}
NOTE
I am really struggling to find out what is wrong here, since everything is fine in unity. If you do need more details just leave a comment.
CodePudding user response:
If you use physics you should
- not set or get values via
Transform
at all - do things in
FixedUpdate
In general though in your case instead of using
void Update()
{
rigidbody.MovePosition(transform.position new Vector3 (0, -1, 0) * speed * Time.deltaTime);
}
at all simply set the velocity once like e.g.
void Start ()
{
...
rigidbody.velocity = Vector3.down * speed;
}
The rest seems to depend a bit on your screen size. Looks like you are moving your elements in pixel space -> the smaller the display the less pixel distance between the top and bottom -> the faster elements seem to travel.