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Question by RetrocadeNet · Oct 11, 2014 at 10:14 PM · physicsframerate

Can I make physics engine speed dependent on frame rate?

By default physics engine in Unity is completely independent on the frame-rate - it depends on time delta between updates, so the game plays at the same speed regardless of the frame rate.

My game is frame-rate dependent - it is meant to played at exactly 60FPS (whether that is right or wrong thing to do is out of scope of this question) and should slow down in case of an occasional drop of frame rate. The physics engine does not obey, so when everything slows down, objects which are moved by the physics engine appear to speed up.

Is it possible to force the physics engine to always assume that a fixed amount of time has passed between frames?

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Answer by Kiwasi · Oct 11, 2014 at 10:21 PM

About the only way I can see to do this is to change the timescale every frame based on the frame rate. This will probably give you other problems.

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Answer by Thorny2000 · Oct 12, 2014 at 02:58 AM

Yes it is possible. You want to use the Time Manager

http://docs.unity3d.com/Manual/class-TimeManager.html

You might want to do some of your other code in FixedUpdate() too.

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avatar image RetrocadeNet · Oct 12, 2014 at 06:56 AM 0
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Could oyu please elaborate how exactly can I achieve this? Do I have to set both Fixed Timestep and $$anonymous$$aximum Allowed Timestep to the same value?

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