I have trouble understanding what's happening here. I divide the distance an object moves per frame with delta time to get its speed. The problem is that the result is very jittery and not accurate at different frame rates. The result is somewhat accurate at 50-60 fps, around 7. But at 140+ the speed is almost 0.(the object is moving correctly at any fps btw)
I then tried to multiply the distance with the fps. It made a much less jittery result, but the speed displayed at the different fps is the same as above.
I've learned that getting such result might be because you make the calculation in fixed update instead of in update.(the object moves by the physics system)
I got all the advanced versions of all actions, from getting position to getting delta and the calculation. I made sure they are all set to update in update, each frame and they are in 1 state. I've also tried all the different ways to get delta time from the time info action.
Despite this the result is still as if you do it in fixed update. What can I do?