There are various issues you can run into running VelociDrone on a Mac.

Probably the most prevalent issue is the mismatch between the resolution of Mac screens and the capability of the graphics card in most Mac's.

Most Mac's do not have a graphics card, they are using the built in graphics capability on the CPU - which in real terms is a very basic and not very powerful graphics chip.

Additionally CPU/GPU (Intel HD, Intel Iris) chips share memory so not only is one chip doing all the work but it's also using shared system memory to do both the graphics and CPU work which can lead to memory constraints.
Macs that do have a separate card typically do not have a very good one - so this also doesn't solve the issue - some iMacs run an ok graphics card but most of the issues we see come from MacBook owners who are running the Intel HD / Iris solution.

The key thing to remember is that resolution massively increases the work of the graphics card, VelociDrone needs some head room to run both graphics and physics simulation - so reducing resolution is normally the biggest thing you can do to help.

Floaty physics is a side effect of an overloaded system - so if you have this then do experiment with reducing resolution and giving some headroom for things to run better.

We have a setup video on youtube for Macs which covers most of this and how to check your sim performance -

Next common issue is having gatekeeper configured to only allow apple store applications or signed applications. VelociDrone is neither, Gatekeeper must be set to allow all applications to be able to run.
If you do not do this then it's likely everything will work in the controller setup but then in flight mode the quad will not take off.