Search Unity

Achieving faster than 100x realtime speeds

Discussion in 'Physics' started by graffy76, Mar 24, 2017.

  1. graffy76

    graffy76

    Joined:
    Jan 16, 2016
    Posts:
    7
    Hello,

    I'm working with a physics simulation in Unity that is going to be used in a machine learning project. Unfortunately, in order to use it with machine learning, I need to iterate the simulation at speeds around 1000x realtime. Using Time.timescale, I'm locked to a maximum of 100x.

    I've been trying to think of a way to cheat this issue - perhaps scale my physics calculations to assume a larger fixedupdate rate than actually occurs. However, it appears the physics calculations only operate in an instantaneous frame, independent of the fixed update step, which appears to make that sort of calculation inaccessible to me.

    Is there any direction on how to implement physics to control the speed without relying entirely on Time.timescale?
     
  2. phoenixrising

    phoenixrising

    Joined:
    Aug 9, 2013
    Posts:
    57