Physics inconsistency on low quality settings

I’ve recently created a standalone version of my current project,and have noticed some issues with the physics when playing in the Fastest, Fast, and Simple quality settings. On these settings, rather than move smoothly objects move about 10x faster than normal, and extreme jitter is noticeable on movable objects at rest, and with the player’s movement. These issues are no longer present if the quality settings are “Good” or better and the game plays as normal. Has anyone encountered an issue similar to this, or have an idea of what is causing this issue?

Some notes about the game

  • The game currently runs in Unity 3.5
  • This is a 2D game (ex2D) using an orthographic camera (possibly a result of world size?)
  • All movement related code is running in FixedUpdate
  • All movable objects are using a Collider + rigidbody (Not CharacterController)

Thank you for your time.

Are you moving your objects in Update? And are you adjusting it based on Time.deltaTime?

EDIT should have read the question :smile:

All my movement is done in FixedUpdate, and I am using the Following method to move rigidbodies

this._rigidBody.AddForce(MoveVector, ForceMode.VelocityChange);

The Move Vector is not multiplied by any delta time value (fixed or regular)

and it doesn’t do something if you multiply it by Time.fixedDeltaTime ?