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Help with Changing Fixed TimeSteps for a Launched game

Discussion in 'Physics' started by atpkewl, Jul 16, 2018.

  1. atpkewl

    atpkewl

    Joined:
    Jun 30, 2015
    Posts:
    17
    Hi Unity3d experts.

    I need your help with regards to Fixed TimeSteps. We have launched our game in the App Store. However it's a battery draining due to the crazy FTS of 0.003 that we accidentally set to test some physics issue.

    When we put the FTS back to 0.02 (50FPS), battery has IMPROVED by a lot, however all the physics changes, ie the ball becomes much faster.

    What we are trying to achieve is to revert the FTS to 0.02 and maintain the same Physics feel on the game, because we already have lots of existing players.

    With this in mind: What element gets affected when changing Fixed TimeSteps?

    After few days of researching & trial + error, I found the following are affected:
    1. Any code inside FixedUpdate() -> I don't have any code under this
    2. AddExplosionForce power needs to be divided by 6.67

    Is there anything else that are affected? We have the following attached. Are these also affected? If so, is there formula based on the FTS I need to use ?
    1. Angular drag
    2. Drag
    3. Physics material: frictions, bounciness, etc

    Thank you so much for your help