Scene.MaxFixedUpdates
int
MaxFixedUpdates
{
get;
set;
} Description
If the frame took longer than a FixedUpdate step, we need to run multiple
steps for that frame, to catch up. How many are allowed? Too few, and the
simluation will run slower than the game. If you allow an unlimited amount
then the frame time could snowball to infinity and never catch up.
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