Object dissapears when moving fast

Is it normal? Time Scale is set to 4, Fixed Timestep to 0.1 and Maximum Allowed Time to 5. I’ve tried to also change these values, didn’t work. The ball itself is moving only because of the platform. Update isn’t overused.

This is my script of rotation with mouse:

public class MouseRotate : MonoBehaviour {

	public float speed = 5.0F;
	
	
	void Update() {

		if (Application.platform == RuntimePlatform.IPhonePlayer) {
			
			Vector3 dir = Vector3.zero;
			dir.x = speed * -Input.acceleration.y;
			dir.z = speed * Input.acceleration.x;
			if (dir.sqrMagnitude > 1)
				dir.Normalize ();
			
			
			transform.Rotate (dir.x, 0, dir.z);
			
		} else {

						float h = speed * Input.GetAxis ("Mouse X");
						float v = speed * Input.GetAxis ("Mouse Y");
						transform.Rotate (v, 0, -h);
		}
	}
}

So i really don’t understand why it dissapears.

Also what scale is the ball, place it next to a std Unity sphere and let us see its relative size. It may be that you have everything a little bit too small which could cause issues like in your video, thanks

So, from the video, it looks like the ball is not disappearing, it’s “falling” through the platform mesh.
Set your timescale to 1, and re-make the video while showing us the editor view (not the player view) with the ball selected, so we can see the balls collider.
That should tell us a little more about what’s happening.