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Question by
unity_LNueo5-rSUuchw · Mar 18, 2020 at 12:39 PM ·
fixedupdatetimescalespeed up
Speeding up the game while still making it run deterministically
I'm playing around with neural networks. I've sped up the evolution process by changing the value of Time.timeScale. But I've noticed that when the game is sped up by let's say x32 objects do not properly collide. (They pass through each other).
I'm not using any forces, only changing the positions of the objects in FixedUpdate().
Is there any way to make this work? To speed up the simulation speed while still making the collisions and movements act the same.
Comment
Are you using movePosition for your rigidbodies? Also, in what way is raising the timescale effecting your network? Do you use Time.deltaTime in them? Or is it frame based?