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VFX particles timestep - physics simulation

Discussion in 'Visual Effect Graph' started by a-chambriat, Oct 7, 2020.

  1. a-chambriat

    a-chambriat

    Joined:
    Apr 27, 2014
    Posts:
    26
    Hello,

    I've issue with the current timestep management, my physics simulation behave differently depending of FPS.
    I've read this was already discussed in the past, see :

    starting here : https://github.com/fluviofx/fluviofx/issues/24
    unity forums posts :
    https://forum.unity.com/threads/feedback-wanted-visual-effect-graph.572110/page-7#post-4130593
    https://forum.unity.com/threads/feedback-wanted-visual-effect-graph.572110/page-7#post-4138270

    Indeed, it would be nice to have a fps independent mode, when wanting accurate physics simulations.

    (i posted because of https://forum.unity.com/threads/aft...l-write-into-normal-and-depth-buffers.974802/ )