How to detect physics throttling?

In my game I have custom movement and camera system. This runs fine but when I tried it on mobile the physics did not act the same, lots of stuttering.

I read in this post about physics throttling and that you an detect it happening by using workspace:GetPhysicsThrottling(). But whenever I use this function it always returns 100 on both mobile and pc.

I then looked at the microprofiler to see how much time the movement and camera code was taking on mobile and it was 0.9ms.

So I want to know is:

  1. Am I detecting physic throttling properly, I currently am using the function above at the end of my movement function?
  2. Is 0.9ms too long for my movement code to be running (on PC I measured it as 0.4ms)
  3. Could something else be causing the strange movements on mobile.

Finally here is a video of what it looks like on movement looks like on mobile (on PC this is very smooth)

I’m not entirely sure but you could use RunService’s Stepped and Heartbeat to check on the physics simulation.