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Question by andycodes · Feb 21, 2017 at 07:35 PM · collisionphysicsmobilemobileoptimizationtimestep

Maximum Fixed Timestep Allowed on an iPhone/Android

I'm creating a mobile application currently which consists of a ball that's moving at a higher speed often. When the ball collides with another object, sometimes It will clip through the object being collided with (I've noticed this only happening with mesh colliders, though). the scenes aren't very extensive and have 5k tris max and the only real physics going on is the contact between the ball and other mesh colliders.

I've read that the max fps for an iPhone is 60fps, so does that mean that the best i can do for my Fixed Timestep is 0.0166667? At that value I'm getting lots of passing through colliders, but if i drop it down to .01 There hasnt been a pass through yet.

I had another issue with the ball rolling between planes and skipping so my Physics Default Contact Offset is down to 0.0021. Due to this skipping factor, I cannot use continuous collision on the ball rigidbody so It appears my only option is to try and decrease the timestep if at all possible. This issue was also found here

The ball's velocity is only reaching 17 when it passing through barriers which is relatively slow in the scheme of things.

I did notice however that using a primitive box collider around edges seems to always result in successful collisions, however some of the objects are semi-circles which the ball rolls around so it would work for everything up to that point.

In Statistics for graphics, CPU: main is only ever getting to 12ms tops.

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