Hi, I want to pause my game, I try to get the SimulationSystemGroup, and set Enabled to false. It is working good. But when I set Enabled back to true. I found that FixedStepSimlationSystemGroup has been update too many times in one single frame base on my pause duration. The longer pause duration the more OnUpdate called on FixedStepSimlationSystemGroup. Is this a bug or feature? Is it a catch up? Can I disable catch up? I have bullets and characters with kinematic rigidbody, so I can control the way of movement fully. When collision happen, it will make a TriggerEvent. I put MoveSystem in FixedStepSimulationSystemGroup, because if I put it outside FixedStepSimulationSystemGroup, bullet may pass through monsters without collide hit. What is the correct way to work with kinematic and TriggerEvent?