Time.deltaTime on fixedupdate

I have a web player game that heavily depends on the physics engine for users scores. I add force to the rigidbody like this in fixedupdate:

Model.rigidbody.AddForce (Vector3.up * activepower1);

depending on how much activepower1 is the user will get a different score from how far the model went. I have checked and activepower1 is the same on the users I compares stats with (around a dozen)

The problem i am facing is that some users get large scores that they can reproduce at any time they want while other users can only get 85% of that score no matter what. I’ve ran some logs to try to figure out why they get more than others and the only thing I found was that their FPS (using the FPS script) is at 120+ FPS compared to the average users 68 FPS.

Now I’m wondering why their FPS is so much higher than the other users when the specs of the low scored users exceeds what the other users have. Most users are using the same browser also…

Could I be applying pressure the wrong way in fixedupdate? I thought that maybe I should be multiplying it by Time.deltaTime, but I thought that was done automatically in fixedupdate.

I would appreciate any suggestions.

Yes, in FixedUpdate(), I multiply my values by Time.deltaTime. Not Time.fixedDeltaTime, mind you.

I just tried that, but Time.deltaTime in fixedupdate is 0 so multiplying by it gives me 0.

Would it be:
Model.rigidbody.AddForce (Vector3.up * ( Time.deltaTime * activepower1));

Those are the same thing in FixedUpdate.

No, you don’t multiply by deltaTime, with AddForce, unless you change the ForceMode to Impulse, and apply that every fixed timestep. Even if you did that, everyone would have the same results; the force would just be lower.

This is not your problem.

It’s not 0, unless Time.timeScale is 0, or your computer is infinitely fast.

–Eric