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Question by aarmbruster · Oct 07, 2010 at 01:38 AM · physicseditorplayer

Editor/Player Physics difference

Hi all,

I know versions of this question have been asked before, but I haven't found a solution from any proposed fixes. So I am making a Rube Goldberg like machine heavily based on physics. Right now I have a test run of dominoes in Unity falling off ledges, simple stuff. It works beautifully in the editor. When I test it in the any of the players (i've tested in windows standalone and web players), there are slight differences in the way the dominoes fall. If you take a look at the web player you'll see a domino fall through the floor at the end of the run. This doesn't happen in the editor. I've tried fixing framerate, and removing any factors that might be affecting the dominoes(removing their attached scripts) without any luck. If you want to take a look at my project feel free. Thanks

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avatar image Waz · Oct 17, 2010 at 01:15 PM 0
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Crazy$$anonymous$$achines2 (a Rube Goldberg $$anonymous$$achine game), which uses PhysX is 100% deter$$anonymous$$istic, both on a single computer (the same setup runs identically when re-run), and on multiple computers (solutions can be uploaded and played by others - though in theory I guess those could upload physics results).

So I do wonder if it's not possible for Unity to have deter$$anonymous$$istic physics. It would certainly make prediction in network games more reliable.

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Answer by Eric5h5 · Oct 07, 2010 at 02:48 AM

Physics in Unity isn't completely deterministic. Things can happen slightly differently from one run to another, even if you don't change anything. If you need something to work 100% exactly the same always, it's best to script it specifically.

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