@@ -27,7 +27,7 @@ other solutions you can try:
2727 speed. The faster the object moves, the larger the collision shape should
2828 extend outside of the object to ensure it can collide with thin walls more
2929 reliably.
30- - Increase **Physics Ticks Per Second ** in the advanced Project Settings. While
30+ - Increase **Physics Ticks per Second ** in the advanced Project Settings. While
3131 this has other benefits (such as more stable simulation and reduced input
3232 lag), this increases CPU utilization and may not be viable for mobile/web
3333 platforms. Multipliers of the default value of ``60 `` (such as ``120 ``, ``180 ``
@@ -44,7 +44,7 @@ causes the simulation to become wobbly, making the objects unable to rest on top
4444of each other without moving.
4545
4646Increasing the physics simulation rate can help alleviate this issue. To do so,
47- increase **Physics Ticks Per Second ** in the advanced Project Settings. Note
47+ increase **Physics Ticks per Second ** in the advanced Project Settings. Note
4848that increases CPU utilization and may not be viable for mobile/web platforms.
4949Multipliers of the default value of ``60 `` (such as ``120 ``, ``180 `` or ``240 ``)
5050should be preferred for a smooth appearance on most displays.
@@ -83,7 +83,7 @@ simulation rate (as making the shape thicker would cause a disconnect between
8383the RigidBody's visual representation and its collision).
8484
8585In both cases, increasing the physics simulation rate can also help alleviate
86- this issue. To do so, increase **Physics Ticks Per Second ** in the advanced
86+ this issue. To do so, increase **Physics Ticks per Second ** in the advanced
8787Project Settings. Note that this increases CPU utilization and may not be viable
8888for mobile/web platforms. Multipliers of the default value of ``60 `` (such as
8989``120 ``, ``180 `` or ``240 ``) should be preferred for a smooth appearance on most
@@ -115,7 +115,7 @@ vehicle (due to tunneling), but also that the simulation has little data to work
115115with in general at such a high speed.
116116
117117Fast-moving vehicles can benefit a lot from an increased physics simulation
118- rate. To do so, increase **Physics Ticks Per Second ** in the advanced Project
118+ rate. To do so, increase **Physics Ticks per Second ** in the advanced Project
119119Settings. Note that this increases CPU utilization and may not be viable for
120120mobile/web platforms. Multipliers of the default value of ``60 `` (such as
121121``120 ``, ``180 `` or ``240 ``) should be preferred for a smooth appearance on most
@@ -156,6 +156,22 @@ geometry as a collider. Not only this will improve physics simulation
156156performance significantly, but this can also improve stability by letting you
157157remove small fixtures and crevices from being considered by collision.
158158
159+ Framerate suddenly drops to a very low value beyond a certain amount of physics simulation
160+ ------------------------------------------------------------------------------------------
161+
162+ This occurs because the physics engine can't keep up with the expected
163+ simulation rate. In this case, the framerate will start dropping, but the engine
164+ is only allowed to simulate a certain number of physics steps per rendered
165+ frame. This snowballs into a situation where framerate keeps dropping until it
166+ reaches a very low framerate (typically 1-2 FPS) and is called the *physics
167+ spiral of death *.
168+
169+ To avoid this, you should check for situations in your project that can cause
170+ excessive number of physics simulations to occur at the same time (or with
171+ excessively complex collision shapes). If these situations cannot be avoided,
172+ you can increase the **Max Physics Steps per Frame ** project setting and/or
173+ reduce **Physics Ticks per Second ** to alleviate this.
174+
159175Physics simulation is unreliable when far away from the world origin
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161177
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