I’ve faced a problem: physics works (very) differently on different Android devices.
Example: say we have a ball (rigid body) and want to add power to it by tapping the screen.
Code example:
function FixedUpdate(){
//get touch phase and add power to the ball
}
Problem:
On low-performance devices the ball gets twice less power than on high-performance devices.
Question:
How to make physics independent of device performance?