I’m not sure if I hit a brick wall here, I am not able to have my CharacterController with his stack of boxes rendered smoothly without an offset in the stack.
I have a CharacterController for movement.As a child it has a kinematic Rigidbody attached. And that Rigidbody has a stack of rigidbodies attached through joints between one another. I need this for an unsteady effect on the stack.
The following image illustrates the character while moving with a stack of 4 blocks attached to each other with a joint, where the bottom most is attached to the one that’s attached to the CharacterController gameobject. As you can see, there’s quite a gap between the carried one and the stack. The faster I move, the bigger the offset gets.
Apparently this has something to do with faulty physics compliance. The top 4 blocks stay aligned, so they run their joints in physics correctly. To get rid of this problem, I can run CharacterController.Move in FixedUpdate. But that just results in rendering being out of sync (reducing the timescale to .1f one can clearly see the frames only getting updated in fixed timesteps. Ugly)
Is this possible? I mean the CharacterController is a physics component, right? How do I move it so everything works in a physical sense WITH frame interpolation?
How do I pull this one off?
