SOLVED
Solution:
Hello,
I've spent a very long time trying to figure this out. I have made a game using physics behaviour. It works fine in 60fps, but when switching to a high refresh rate (75,120,240 etc) the physics change dramatically making my project unplayable.
I've set up a simple test project to try and figure out what is happening and no matter what I do, I see differences in the behaviour across the different refresh rates (mostly, at high refresh rates the forces are less energetic).
Here are variations of logic that I have tried to create the same physics across multiple refresh rates:
This is what the layout looks like, I am simply adding the force to the circle to jump and holding Z to sustain the jump.
At 60hz refresh rate the circle reaches about 10 on the ruler. At 240 it barely registers as a jump. Using different variations of the logic, there's just something fundamental here I'm not getting at all.