Possible DOTS StepPhysicsWorld timeStep issue

Hello I’ve been running into an issue where my game’s physics is noticeably different running in editor vs build. The gravity was slower in the build version due to the v-sync and update rate. When digging deeper into the issue, I come across the timeStep variable in the StepPhysicsWorld.OnUpdate function. This variable is set to UnityEngine.Time.fixedDeltaTime unless when built as a DOTS Player where it uses the local Time object. Is this an issue since the recent versions of the Unity Physics package run in the variable update group? Because once I changed the code to use the Time variables DeltaTime, it seemed to work appropriately in Editor and runtime.

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Physics simulations tend to prefer a fixed time step especially for constrained setups. If the variability isn’t too bad using deltaTime rather then fixedDeltaTime should be fine (see [this post]( Unity Physics Discussion page-18#post-5027081) if you don’t want to change the Unity Physics code itself). If one frame is significantly different than the previous you can get jittering and constraint violation.

I changed the timestep to DeltaTime prior to posting this, I just didn’t know the repercussions and if it was the right call to change it. The post you sent is really helpful, thank you, @steveeHavok !