Tier 3
Series 201
201A: The Autopilot
"A pilot doesn't constantly wrestle the stick to keep the plane level; the trim tabs handle the constant forces. If your AI writes movement code that behaves differently on a fast PC versus a slow mobile phone, you have created "Time Dilation." A skilled Architect audits for Frame Rate Independence."
The Concept: The Update Loop
The `Update()` function runs every single frame. On a fast PC, this might be 200 times a second. On a console, 60 times. On a mobile phone, 30 times.
* **Time.deltaTime:** The time in seconds it took to complete the last frame.
* **The Formula:** Movement = Speed * Direction * Time.deltaTime.
* **Time.deltaTime:** The time in seconds it took to complete the last frame.
* **The Formula:** Movement = Speed * Direction * Time.deltaTime.
Red Flag Detected
The AI Trap: "The Frame-Rate Trap"
You ask the AI: "Move the drone forward by 5 meters per second."
// AI-Generated Code: Unstable Speed
void Update() {
// Audit Fail: If the game runs at 100 FPS,
// this moves the drone 500 meters per second!
transform.Translate(Vector3.forward * 5);
}
This is "Frame Rate Dependency." Your game speed is tied to the hardware speed. A fast computer will make the game unplayable.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Architect's Correction
Corrective Protocol
// Corrected: Smooth and Consistent
void Update() {
// Now moves exactly 5 meters per second, regardless of FPS.
transform.Translate(Vector3.forward * 5 * Time.deltaTime);
}
Your Pilot Command
> A skilled Architect directs the AI to Normalize Time. You command: "Multiply the movement vector by Time.deltaTime to ensure consistent speed across all devices."