# How to get physics equal on all platforms without substepping?

**URL:** <https://forums.unrealengine.com/t/how-to-get-physics-equal-on-all-platforms-without-substepping/483511>\
**Category:** World Creation\
**Tags:** cross-platform, unreal-engine, Physics, question\
**Created:** [May 17, 2021, 1:42pm UTC](https://forums.unrealengine.com/t/how-to-get-physics-equal-on-all-platforms-without-substepping/483511 "2021-05-17T13:42:19Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![F4ll\_ouT](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@F4ll\_ouT](https://forums.unrealengine.com/u/F4ll_ouT)\
**Post date:** [May 17, 2021, 1:42pm UTC](https://forums.unrealengine.com/t/how-to-get-physics-equal-on-all-platforms-without-substepping/483511/1 "2021-05-17T13:42:19Z")

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Hi,  
in my experimental project I do some experiments with hovering vehicles like most of you might know from f-zero or wipeout. The movement depends on pure physics, but I am also working on multiplayer crossplatform between android and windows. I want each client to do their vehicle simulation locally and replicate the results, but the physics behavour depends on framerate and because of android I cannot use substepping.  
Which options do I have to achieve equal physics behaviour on each platform without the use of substepping?

Ah btw because I want to keep things simple, I don’t inherit from any vehicle classes, just using a simple static mesh with physics on within my pawn.

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**Author:** ![marvelmaster](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@marvelmaster](https://forums.unrealengine.com/u/marvelmaster)\
**Post date:** [May 19, 2021, 8:03pm UTC](https://forums.unrealengine.com/t/how-to-get-physics-equal-on-all-platforms-without-substepping/483511/2 "2021-05-19T20:03:03Z")

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Only way I can think of is to limit thre framerate
