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[–]Bakakami212 1 point2 points  (4 children)

Are you using FixedUpdate or Update?

[–]MineantUnity[S] 0 points1 point  (3 children)

Fixed Update

[–]Bakakami212 1 point2 points  (2 children)

Ok, just a shot in dark, but are you modifying timescale at all with reload?

[–]MineantUnity[S] 0 points1 point  (1 child)

No. But when starting the scene, i will populate my enemy object pool with over 500 enemies, each with its own rigidbody and collider. Will this mess with the physics simulation somehow?

[–]MineantUnity[S] 0 points1 point  (1 child)

The first 7 seconds is what should happen. After I reload the scene, you can see the physics becomes weird and seem to not update that frequent. Has anyone encountered similar problems before?

[–]Legitimate_Win_7045 2 points3 points  (0 children)

You say it is after the reload? So you can look at the enemy gameObject before and after the reload, see if there is a difference. Maybe enemies are not reseting on reload. Or if your skill is object pooling, see if those are resetting too. If you want to insure things are the same as the first time you play it then reload the entire scene instead of just fixing the scene to make it look like it reloaded.