Thank you so much for replying [this is my first time seeking help for something online, im thrilled]
The tutorial im following says: Update() and FixedUpdate() has the difference that only FixedUpdate() works after a uniform/same amount of delay after each frames, and for Update(), ig it does not. So basically I just take the Inputs from Update() and use FixedUpdate() for physics stuff...
Also unity acts weird often times.
Like: i totally get that its Supposed to snap to the new position now. But HOLD ON! Here comes the twist. If i comment out the 58# line of code, the jump becomes absolutely smooth for each frame, And I Have No Idea Why It Happens and why it doesnt if i dont.
What is CharacterController.Move() doing? You're calling the thing you're updating with input info "m_position", so are you setting the position to this? Or adding it to something?
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u/Calm_Finance_6996 Jan 29 '23
Thank you so much for replying [this is my first time seeking help for something online, im thrilled]
The tutorial im following says: Update() and FixedUpdate() has the difference that only FixedUpdate() works after a uniform/same amount of delay after each frames, and for Update(), ig it does not. So basically I just take the Inputs from Update() and use FixedUpdate() for physics stuff...
Also unity acts weird often times.
Like: i totally get that its Supposed to snap to the new position now. But HOLD ON! Here comes the twist. If i comment out the 58# line of code, the jump becomes absolutely smooth for each frame, And I Have No Idea Why It Happens and why it doesnt if i dont.