Physics Update rate

With many physics packages, such as Ageia, the physics runs on a separate thread and tends to be hardwired to a constant fps to avoid interpolation errors. Does Unity have a similar setup?

If so, is there any way to modify the code in that goes on in this loop, or is the only way to interface with the physics with the compnonent method calls?

I want to integrate simple fluid dynamics (drag, damp) into the physics system. Any advice is appreciated.

Found it in the docs: FixedUpdate()

Realtime fluids will be nearly impossible to use and get a decent FPS even if the are simple like you said.

Maybe you have a flat plane rendered to look like water and you are doing simple effects. That might be what you mean by drag and damp. But know that volumetric water might be too costly to do well.

Jos Stam’s paper on game fluid dynamics (which inspired the Plasma Pong game) can be downloaded here.