Time.deltaTime help

Can anyone help adding Time.deltaTime to this script? I’m not sure in how many positions it needs to be placed. It’s for a camera bob script.

For example, if I do

var translateChange = waveslice * bobbingAmount * Time.deltaTime;

then…

translateChange = totalAxes * translateChange;

…should be * Time.deltaTime also?

var moveTouchPad : Joystick;
private var timer = 0.0;
var bobbingAmount = 0.2;
var midpoint = 2.0;

var speedLeft = 0.3;
var speedRight = 0.4;
var speedForward = 0.4;
var speedBack = 0.3;
     
function Update ()
{

	if (moveTouchPad.position.y > 0 || moveTouchPad.position.y < 0 || moveTouchPad.position.x > 0 || moveTouchPad.position.x < 0)
	{
		var waveslice = 0.0;
		
		if (Mathf.Abs(1) == 0 && Mathf.Abs(1) == 0)
		{
			timer = 0.0;
		}
		else
		{
			waveslice = Mathf.Sin(timer);
			
			// FORWARD
			if (moveTouchPad.position.y > 0)
				timer += (moveTouchPad.position.y * speedForward); // INCREMENT TIMER
			
			// RESET TIMER
			if (timer > Mathf.PI * 2)
				timer -= (Mathf.PI * 2);
		}
		
		// MOVE CAMERA
		if (waveslice != 0)
		{
			var translateChange = waveslice * bobbingAmount;
			var totalAxes = Mathf.Abs(1) + Mathf.Abs(1);
			totalAxes = Mathf.Clamp (totalAxes, 0.0, 1.0);
			translateChange = totalAxes * translateChange;
			transform.localPosition.y = midpoint + translateChange;
			if (translateChange <= (-0.05));
		}
		else
		{
			transform.localPosition.y = midpoint;
		}
	}

}

Actually, multiplying Time.deltaTime by a velocity results in the displacement made since last frame (velocity * elapsed time gives the distance traveled during this time). Time.deltaTime can also be used to decrement/increment a float variable at constant speed, which I suppose is actually what you should do:

  timer += (moveTouchPad.position.y * speedForward * Time.deltaTime); // INCREMENT TIMER

This would make the timer variable be incremented at a speed proportional to moveTouchPad.position.y