thinking aloud to friends about framerate issues again today. i realized that i can't display UI correctly at high framerates because i can't interpolate things like frame counters. so if a dash lasts 15 frames, and the simulation runs at 60 fps, but the screen refreshes at 120 fps, you're only going to see the UI update every other frame because those numbers are interpolated by the physics engine...
this really shouldn't matter for the omega project. it WILL matter for more complicated future projects, like anything i would want to unlock the framerate on.
today i started making a ScriptableObject for player data, since i'm worried about losing it all to Unity whenever i refactor. it's just a good thing to learn, anyways