I know, hardly the first post to express the title sentiment. My general understanding of Substepping is as follows:
- AddForce automatically accounts for any necessary DeltaTime adjustments, so you don’t need to multiply in the delta to any forces you apply.
- However, at a variable framerate, jitter can still occur as forces change. Applying a force on Tick might mean applying it 60 times a second or 30.
- Substepping ticks the physics simulation multiple times a frame to help stabilize it, using small fixed timesteps rather than larger variable ones as much as it can.
I’m experiencing highly notable issues with a hoverboard-style setup (4 forces applied on Tick holding up a rectangular prism) where everything is smooth and balanced at 60 FPS but takes a turn for the worse anywhere lower. I have substepping enabled on the default settings, but can’t really tell the difference between having it on and off. Am I misusing the tech, or could there be another solution to my issue? I’ve been trying to achieve a degree of framerate independence, and so far, that goal seems to lead to a lot of differing opinions online. Any help appreciated; thank you!