Issue with Setting player velocity being framerate independent

I just tried it and that seems to be dependant on framerate too?

Although it’s a bit more stable than multiplication since on lower framerates I still slide somewhat accurately but on higher framerates I still go much further?

Again pardon me for asking about timelines all of a sudden when the original point of this topic was the interpTo node, but Like I said: the specific VectorInterpTo node worked perfectly for other things, but since the ground has friction it just doesn’t work for that since my player instantly stops lol.

So I’m trying to resort to timelines or any other way that would give me a similar result.

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