Time.deltaTime in Unity: Your Step-by-Step Guide to Smooth, Frame-Rate Independent Movement
You've built your first character controller, defined inputs, and excitedly pressed play! Your character moves, but something feels a bit off. On your powerful desktop, it zips around perfectly. But on a less powerful laptop, it feels sluggish, or maybe even super-fast if your machine is struggling to keep up with rendering. What's going on? The answer, my friend, lies in a tiny but mighty variable called Time.deltaTime.
For any aspiring game developer, understanding and correctly implementing Time.deltaTime is not just important – it's absolutely critical for creating professional, consistent, and enjoyable game experiences. It's one of those foundational concepts that separates beginner projects from polished games.
This guide is your ultimate step-by-step tutorial on . We'll demystify what this magical variable is, explain precisely why your game will break without it, and show you exactly how to use it to ensure your movement, animations, and game logic run smoothly and consistently on any computer, regardless of its frame rate. Get ready to make your games feel truly professional!
1. The Problem: Frame Rate Dependency
Before we dive into Time.deltaTime, let's understand the problem it solves: frame rate dependency.
What is Frame Rate (FPS)?
Games update and redraw the screen many times per second. Each update is called a "frame." The number of frames displayed per second is the Frame Rate (Frames Per Second, or FPS).
A good game typically aims for 60 FPS (meaning 60 frames are drawn every second).
The
In Unity, your Update() function (and LateUpdate()) is called once per frame.
This means if your game runs at 60 FPS, Update() is called 60 times per second.
If your game runs at 30 FPS, Update() is called 30 times per second.
If your game runs at 120 FPS, Update() is called 120 times per second.
The Dependency Problem:
Imagine you have a line of code in Update() that moves your character: transform.Translate(Vector3.forward * speed);
If speed is, say, 1 unit per call.
At 60 FPS, the character moves 60 * 1 = 60 units per second.
At 30 FPS, the character moves 30 * 1 = 30 units per second.
At 120 FPS, the character moves 120 * 1 = 120 units per second.
Result: The character moves at different speeds depending on the computer's performance! This creates an inconsistent and unfair experience for players.
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