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Question by Michcan · Apr 20, 2017 at 04:43 AM · rigidbody2dphysics2dfixedupdatetimestep

How to compensate Fixed TimeStep - speed in game

Hi everyone, This is my question - Pretend you create an empty scene (2d), you add a sprite, add a rigibody and a box collider. if you play this you will see the sprite falling, now if you go a modify the fixedTimestep,( i think default is 0.02) to 0.01, and now you play the scene, you will se the sprite falling half slow.

for another project that im working on, i need to change the fixed Timestep, but when i do this all the game is very slow, I suppose its because the physics runs in fixedUpdate

so, How can i achive not having this slowmo effect?

Thanks

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