What happens when you set the maximum allowed timestep in Unity for rigid bodies?

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Setting the maximum allowed timestep in Unity for rigid bodies serves to stabilize physics calculations during simulations. This parameter limits the amount of time that can pass within a single physics update, which helps ensure that multiple iterations of physics calculations are performed when necessary. If a frame takes too long to render, Unity can use this cap to maintain more consistent and stable physics behaviors across all objects in the scene. This is especially important in scenarios where rapid movements or many interacting objects could otherwise lead to erratic or unpredictable physical interactions. By maintaining a stable rate for physics calculations, the gameplay experience can become smoother and more predictable for players.

Adjustments to maximum allowed timestep help in balancing performance and accuracy, ensuring that complex physics behave as intended without leading to drastic discrepancies in object interactions in different situations.

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