Falling through platforms dependent on graphics settings

To keep my player from falling through moving platforms I’m using a trigger box collider on the top of it to attach the player to the platform when you’re on it. For the most part this works just fine. The weird thing is that in a Windows build this only works when the graphics settings are Fastest through Good. Anything higher and the player falls right through the platform as if I wasn’t trying to stop it from happening. Can anyone think of a reason this could be happening? Is there something I’m overlooking? Why would the graphics setting be making the difference?

This doesn’t happen for a web build. It works perfectly for all settings. It’s only in the Windows standalone version best I can tell.

I should probably point out that I’m using version 2.6

Any help would be appreciated,
Thanks

Are you by any chance doing physics stuff or your (player/platform) move logic in regular Update as opposed to FixedUpdate?

If so, I can imagine high frametimes caused by too heavy graphic settings to be your problem, at least if you directly use Time.deltaTime to move your stuff, or if it is moved by animation.

That was it. Thanks.

For some reason I was thinking that if I do the movement myself on a kinematic rigidbodiy that I could avoid FixedUpdate. I guess I was wrong.