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Decreasing the number of Fixed Timesteps causes the vehicle to jump finely #44

@pspkurara

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@pspkurara

I don't know the cause, but as the title says.
Validated to reduce to save CPU because too many initial values.
If me reduce it a little, a small amount of shaking will occur.
Reduce it in half and the vehicle will start to jump
Will not stay still properly.
This also happened when trying to port Rigidbody's AddForce to Jobsystem Update to speed things up (due to structure, probably skipping some frames).
What approach can I make them lighter?
Is there any way to reduce the number of Rigidbody AddForce?

I feel this asset is great and I'm creating more realistic vehicle behavior while customizing it from the era of Asset Store.
I don't want to consider stopping using this asset whenever possible.
Please give me an idea.

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