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Unity3d physics stability with low fixed timestep
Hi, I'm developing a vehicle simulator game for mobile platforms. This vehicle has some hydraulic arms. I use hinge joints and configurable joints. There can be collisions to walls etc.
When I set a low Fixed Timestep (more fixed updates, less performance) like 0.001 it runs smoothly on editor and it handles the collisions well. But on the target mobile device, the performance drops to 2-3 FPS! So 0.001 (1000 fixed updates per second) is not an option.
When I change the Fixed Timestep to its default 0.02 value or 0.01, performance becomes acceptable on mobile. But when collisions occur, the vehicle is torn apart and everything flies away up in the air at a high velocity as if there was an explosion.
How can I achieve stable physics with 0.02 Fixed Timestep?
Note: I don't set the velocity or transform position. I move the vehicle by applying torque to the wheels.
Uh why do you need so many physics updates? I think that the default is sufficient for normal use.
Because this should have realistic physics and the vehicle is a heavy construction vehicle with so many arms and joints.
what does the profiler say about what cost the most? can you improve areas down there?
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