Answers for "Gravity & Framerate"
http://answers.unity.com/questions/1433194/gravity-framerate.html
The latest answers for the question "Gravity & Framerate"Answer by ColtPtrHun
http://answers.unity.com/answers/1711496/view.html
@Bunny83
I had the same problem, and the trapezoidal integrator solved it :)
Thank you very much!
I knew that the rectangular integrator won't be that punctial but it was the least suspecious part at least for me.
-PeterThu, 26 Mar 2020 14:56:06 GMTColtPtrHunAnswer by Bunny83
http://answers.unity.com/answers/1433198/view.html
Any accelerated movement (which is not a linear movement but a quadratic) can't simply be scaled linearly. DeltaTime works fine for any linear process. So for example a constant acceleration applied to a velocity will yield the correct velocity values after "t" time reliably. Applying a constant velocity to a position will yield the correct position after "t" time reliably. However you apply a linearly growing velocity to the position which will not yield the correct values. In general lower framerates will result in a quicker grows.
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That's the reason why Unity's physics runs at a constant framerate (FixedUpdate). Have a look at [this article][1]. Unity's FixedUpdate roughly does what is described in th "Free the physics" section. I said roughly because Unity doesn't take the min between the set fixedDeltaTime and the current deltaTime but simply always uses the fixedDeltaTime. Unity however does not really implement what is described in "The final touch"
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What exactly do you pass to your SetGravityDir method? Also where and how do you actually use the result?
[1]: https://gafferongames.com/post/fix_your_timestep/Sat, 18 Nov 2017 14:20:19 GMTBunny83