'Movement Code Affected by Fps in Unity 2D

My current player movement code provides 0.32 translation on each key click.

If it is clicked 2 times very quickly, it should be 0.64.

I provide this with coroutine, but it is affected by fps.

How do I ensure that it is not affected by fps?

I know Time.deltaTime, but how do I get exactly 0.32 if I multiply by Time.deltaTime?

My current move code:

public float move = 0.32f; //movement limitation
public float repeat = 4;  // I perform 0.32 in 4 parts to be more smooth.
 
void Update()
{
    if (Input.GetKeyDown(KeyCode.LeftArrow) //Exapmle key. I have 4 ways to move
    {
        StartCoroutine("Left");
    }
}
 
IEnumerator Left()
{
    for (int i = 1; i <= repeat; i++)// as I said, I perform 0.32 in 4 parts to be more smooth.
    {
        transform.position = transform.position + new Vector3(-move / repeat, 0, 0);
        yield return null;
    }
}


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