It is clear now that Unity tends to have a unique lag, as if the graphics engine runs separate from everything else. I suppose its something to do with optimization. But it causes some issues when trying to do realtime simulations. Basically in my case, when I use deltaTime and when Unity freezes for a couple of ms, the frame is paused but the calclulations keep on running, so after Unity has recovered, you get a physics explosion, as the calculated frame is way ahead from the last frame that Unity was able to render. To put things to simple manner, Imagine racing a car, suddenly unity freezes for 0.3 ms and when it returns, the car explodes to the sky. If I could detect the frame lag, then I could apply a update limiter, to disable updating while at lag state. Thanks in advance!