Unity Remote Physics Issue

We are developing a physics based game, right now we are on the testing stage, we want our game designer to play and test the game using the Unity Remote App without building the game for the device. But there is a significant difference especially in physics between the real device and the computer. Is there a way to solve this problem?

Major physics differences often happen when your code is framerate dependent. This might occur when addition of forces, change of velocities and other physics changes are done in Update instead of FixedUpdate. Also some differences might be noticed when you are simulating too complex physics interactions on device and physics calculations are cut due to hitting “Maximum Allowed Timestep” limit (Unity - Manual: Time).

In case that is potentially not clear one should add that the remote does nothing but render the editor game window content on the iOS device, it does not run it there. As such you have the full cpu power of your desktop that pushes the physics, while the iOS device is 1/10-1/20th of that performance wise at best. You should keep that in mind and the physics.simulate time on the desktop below 2ms per frame.