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Maximum Allowed Timestep not working?
Hi, I don't think the Project Settings->Time->MaximumAllowedTimestep is working - at least in Unity 4.2.2f1.
I logged my Update() and FixedUpdate() calls and regardless of my MaximumAllowedTimestep setting the FixedUpdate() was called only up to a timespan of 0.100-0.120. I tried values of 0.3333333 and 0.66666666 for example with no effect.
My FixedTimeStep is 0.02s, so in my understanding during a heavy frame with Time.DeltaTime in Update() of 0.2812s the FixedUpdate() should be called 14 times. Instead it's called only 6 times before the next Update() call.
I checked the value of Time.maximumDeltaTime and it corresponds to the set MaximumAllowedTimestep, but doesn't seem to affect anything.
Could anyone confirm if something is (or has been) broken in Unity, or am I completely misunderstanding how the timing works in Unity? Cheers!
----edit---- Just realized that the documentation about the project settings (https://docs.unity3d.com/Documentation/Components/class-TimeManager.html) mentions that the Maximum Allowed Timestep was introduced as part of the Unity iOS. Would it be possible that the setting only works when building for iOS?