ouch...
This is a very usual sympton, and I strongly think that this is only going to make it worse...
you have an action to constraint frame rate yes:
http://hutonggames.com/playmakerforum/index.php?topic=2424.msg38496#msg38496I did make a post on the
rss feed. so you should watch that rss feed for the latest ( you can also opt as with your emil to get emailed when new rss entries arrives. you can download that action using the
ecosystem as well.
ok, now back to why I think this is a bad idea.
if your physics is too floaty, it's because you likely want to tweak the forces, weights, drags and most likely the time and physics settings themselves. Have you tried for example to increase the solver iteration count of the Unity physics settings? this is definitly stiffening your simulation.
AND, constraining the framerate may not even give any changes in the physics simulation at all, since the physics engine runs on a separate system ( hence why there is these various FixedUpdate, LateUpdate and Update calls every frame).
So, I would definitly try to sanitize your scene and objects before building your own gravity system, especially if it's not a twisted one like spherical gravity or walls graivts, etc.
Bye,
Jean