Collisions working in editor, not working so well in the final build.

Hey guys;

This is something that's been bugging me for quite a while now, bullet collisions using rigidbody work perfectly fine in the editor, but when I test it out in the build version, it works half the time. I'm using the function OnCollisionEnter(collision : Collision) to set up the necessary events during bullet impact. There also seem to be some other problems with the build, like a custom timer I made that counts down while a key is pressed counting down twice as fast as it does in the editor. I'm guessing they're kind of related, as if the build version runs a bit too fast to process the collisions. Any of you guys out there have any tips or fixes for this problem?

I'm using the standard, free version of Unity, running on the latest version. I think it may be related to the player options, but I haven't been able to find any option there to fix my issue...

You should make all your function time-dependent rather than frame dependent. I don't know how your timer works and what it's for, but make sure that it will behave the same way regardless of the frame rate. This seems to be your problem, as the Release will run with a higher framerate than the editor version. (due to debug/editor overhead)

A very late update; even when using the standard preset values I ran into a lot of problems with physics-based collision calculations. It simply won’t work the same on the .exe as it does in the editor. I’m mostly using raycasts and triggers now. Works perfectly.