Different physics behaviour between editor and standalone

I’m running into a strange problem with the physics behaving differently between editor/web-player and standalone. Let me first give you some background.

In my game, the player controls a ship that can shoot missiles at enemies. Upon impact, a force is applied to the damaged enemies to create a kick effect:

public int ApplyDamage( DamageInfo dmgInfo )
{
  ...
  
  if( rigidbody )
     rigidbody.AddForce( dmgInfo.knockback, ForceMode.Impulse );
		
  ...
}

This function is called from the projectile’s Update() function when a collision is detected with a target enemy (I’ve tried putting this collision check in the projectile’s FixedUpdate() with no different result).

The problem is that the force applied during the game is less strong in the standalone version than what it looks like in the editor/web-player. I’ve tried a lot of things to see what kind of parameter affects this, but I’m still clueless. I’ve made my enemies immobile so the only force that affects them is this impulse when a missile hits them. Both the editor and web-player behave the same, but the standalone version shows much smaller impact force.

This has to be some kind of frame-rate dependent issue, but as i’m pretty familiar with these by now, that’s the first stuff I looked into. I’ve made sure that the dmgInfo.knockback vector is constant as well.

Is there something else I’m missing? Or could it be an engine bug (i doubt it, but still a possibility)?

Ok I fixed my problem. This was actually my fault (as expected!) as there was another little script attached to my enemies that was forcing them stay within the Y=0 plane. However, this constraint was enforced in the LateUpdate() method instead of FixedUpdate(). This was creating wierd behaviours, like the one I wrote about above.