Time.deltaTime messing with object speed increase

Hey, I had a problem were when I exported my game, the object would move crazy fast, and I fixed that. Now it will not speed up, what SHOULD happen is once it gets to a point it turns around and goes back at 1.1 times the last speed, but now it only stays at 1.

transform.Translate(Vector3.right * (speed * Time.deltaTime));

///

if(transform.position.x >= 9.5 || transform.position.x <= -9.5)
{
    transform.position = Vector3(transform.position.x,drop,transform.position.z);
    speed = speed * -1.1;
}

Make sure that speed is a float, not an int, that'd stop it from increasing unless speed starts out at 10+

To me it seems it should work. Do you have any other code that assign `speed` elsewhere? Also check that your speed variable isn't an integer.

I see another problem beside what Mike and Statement already suggested.

If you reverse the speed when your object moves out of your limit (+- 9.5), it could happen that in the next frame the object is still outside your limits and it would reverse again.

To be on the save side check the speed value as well. I would check the two cases separately:

transform.Translate(Vector3.right * (speed * Time.deltaTime));

if(transform.position.x >= 9.5 && speed > 0 )
{
    speed = speed * -1.1;
}

if(transform.position.x <= -9.5 && speed < 0 )
{
    speed = speed * -1.1;
}

But you can put them in one condition:

if((transform.position.x >= 9.5 && speed > 0 ) || (transform.position.x <= -9.5 && speed < 0 ))