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Question Simulation is framerate dependent

Discussion in 'Physics for ECS' started by unity_m0YR-bwAdMHOKw, Sep 14, 2022.

  1. unity_m0YR-bwAdMHOKw

    unity_m0YR-bwAdMHOKw

    Joined:
    Sep 6, 2021
    Posts:
    2
    I've noticed that anything I do on the Physics Samples project showcasing havok is also timestep dependend. Even creating an empty script and checking deltaTime during the update function I can see that deltaTime is always around the values you'd expect for 60fps performance, even if it is really going at 10fps. Using Application.targetFrameRate to set low framerate results in slow motion simulation.

    Can someone help me understand why this happens? I would like my simulations to be frame rate independent.
     
  2. unity_m0YR-bwAdMHOKw

    unity_m0YR-bwAdMHOKw

    Joined:
    Sep 6, 2021
    Posts:
    2
  3. Mayumichi

    Mayumichi

    Joined:
    Mar 12, 2017
    Posts:
    31