Why is physics engine not timer-based?

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  • Fusion's help file defines timer-based movements as:


    Quote


    Timer-based movements
    When this option is selected, the movement and animation speed of the objects in this frame is based on the exact time difference, making it independent from the machine speed.

    I'm wondering why doesn't this apply to the physics engine? When I run my game on different devices, the impact of impulse (movement --> physics --> add impulse) is vastly different depending on the overall performance. Basically, on devices with lower FPS, the impact of incremental impulse added to physics objects is greater.

    I have timer-based movements enabled in the frame properties, and also tried the old machine-independent speed option.

  • Any news on this issue? I would really love to have an option for controlling physics timer based! physics can get really buggy if the game suffers from framerate drops and there is no option to run the engine independent from framerate...

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  • This would be an awesome option to have, especially for physics simulation on mobile devices where the FPS can drop fairly heavily on some devices.

    I've been reading about possible fixes and came across this article - Please login to see this link.

    If there's any chance we can get something that could fix this, it would be awesome!

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