Sorry if this has been asked before. I searched for a while, but I couldn’t find anything relevant. Anyway, I’m testing a forklift simulation, and the physics engine produces strange and erratic results, when compiled for WebGL. The behavior is fine, when compiled for Windows, and even when I switch the compile target to WebGL, it still behaves as expected in the Unity editor. Thanks for any help or suggestions.
Can you reproduce the issue using IL2CPP on Windows?
I recall having encountered a rare floating point precision issue that only happened in IL2CPP. In order to fix it, I had to escalate a couple of calculations to use doubles instead of floats. Found those by trial & error once I could reproduce the issue on Windows.