Unity physics calculation on different platform

Hi
I develop a 2D physic game. this game like a simulation and user has no effect on it.
In this game there are a number of entities. each entity has a script for apply force and torque in FixedUpdate method under non-random conditions. also manage collisions.

Run game with same init values on windows and android, but the final results are not the equal.

For example:
after N frame:
In windows log, position of A (game object) is 7.651319,7.52330__**2**__
In android log, position of A (game object) is 7.651319,7.52330__**3**__

difference is 0.000001, this is very small, but after N frame is bigger and bigger, until the final result is completely changed.

I use only FixedUpdate.

Is this problem really exist?
tnx.

The physics aren’t deterministic. If you want that, you’ll need to create your own physics engine.

–Eric

But if run game in several times, in each platform all log result exactly equal. if not deterministic, must each time different result.

You are getting different results, as stated in your first message. You also get different results on the same platform, though not necessarily with your particular test.

–Eric