If they aren’t, you can edit the script to fix it, and then file a bug report.Ĭapping FPS is going to make a lot of players confused/annoyed, and they’re probably going to leave the game because of it. Then, find the code that relates to swimming and make sure they are multiplying the movement by deltaTime. In the unlikely even that it’s in a roblox script, you can just clone the roblox scripts while you’re testing and then paste it into studio when you’re done testing. Delta time is basically the time it took to render the last frame, and it’s useful in creating smooth animations on any framerate, and making sure things tied to renderstep happen at the same speed on all clients, no matter what their framerate is. You most likely forgot to multiply the movement by deltaTime before you applied it on the player. multiply the movement amount by deltaTime. RunService.RenderStepped:Connect(function(deltaTime) local RunService = game:GetService("RunService") You’re supposed to write code that works with all framerates. You aren’t supposed to cap the FPS if it gives you an advantage.
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