Rigidbody.AddTorque platform differences (Android and iOS)

Hi :slight_smile:

In my current project, I’m adding torque to an object to make it spin. For some reason, there’s a pretty big difference in speed between an Android build of the code and an iOS build. The object spins much faster on iOS. I’m using the latest patch: Unity 5.2.1p4 and I’ve tried to add torque in both Update and FixedUpdate, but results are the same.

Has anyone else noticed this behaviour?

Ah, nevermind. The issue is with deltaTime in the input, not the actual physics.