#Bullets Physics Bug

7 messages · Page 1 of 1 (latest)

steep quartz
#

Yep, it's funny that your bullet physics is related to your FPS
Using Time.deltaTime in FixedUpdate is not a good way to build trajectory physics.

Buggy method: BulletSim::FixedUpdate

oblique rover
steep quartz
#

A example of this behavior:

#

[Info : Unity Log]
param: 0.03333667
deltaTime: 0.01666667
fixedDeltaTime: 0.01666667
[Error : Unity Log] Diff: 0.01666667

#

The test script is as follows:

#

public class TimeTest: MonoBehaviour
{
void FixedUpdate()
{
//Do some work
int i = 0;
for(int j = 0; j < 100; j++)
{
i = i + j;
}

    Exec(i, Time.deltaTime);
}

void Exec(int i, float deltaTime)
{
    Debug.Log($@"
    param: {deltaTime}
    deltaTime: {Time.deltaTime}
    fixedDeltaTime: {Time.fixedDeltaTime}
    ");
    if (deltaTime != Time.fixedDeltaTime)
    {
        Debug.LogError($"Diff: {deltaTime = Time.fixedDeltaTime}");
    }
}

}