#DOTS Physics is not frame-rate independent?

1 messages · Page 1 of 1 (latest)

ashen pilot
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I was trying to spawn a large number of physical objects into the scene and I noticed that by modifying application.targetframerate the simulation speed changes accordingly. So is the Unity Physics not framerate independent? is there a way to fix this?

tardy blaze
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it totally is

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it runs at a fixed tick of 60 by default

ashen pilot
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i dont understand, so it can be modified? how? At the moment if i build on PC my pc the simulation go at 120 fps, if i build on Mobile goes at 30fps.
Obviously my mobile is low tier, but even then the simulation should not act based on the DOTs equivalent of FixedUpdate instead of Update?
Problem is that if, for example, my player move with physics it will be slower on low performance hardware and could mess with timers and whatnot.

tardy blaze
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it shouldn't be slower, that's what i'm saying

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how are you moving it

ashen pilot
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at the moment i'm not moving nothing, i'm just spawning a bunch of Physics Objects in the scene to test Dots, and i noticed that on mobile they fell very slowly compared to PC, then i set the framerate on pc to 30 like on mobile and the simulation slowed accordingly

tardy blaze
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the only thing i can think of is you're hitting the max delta time