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Increasing Fixed timestep breaks agent behaviour


I don’t use physics for anything in my game so I wanted to improve performance a bit and increase the fixed Timestep from 0.02 to 0.1, this completely breaks the agent movement, is there any way around that?


Breaks movement in what way?

They no longer follow a path smoothly, they start zig-zagging and moving rly weirdly towards their destination. This is with a kinematic rigidbody attached.


Probably they overshoot a lot when trying to follow the path. Similar to what is described here: (but at a lower framerate obviously)