Hi, I need to know one thing to give unity a shot. You have no access to manipulate the game-loop in unity. So I would like to know how I can achieve an interpolated fixed TimeStep by using unity. Can I just attach a physics-component to everything that moves and interacts with the environment and then turn on interpolation? (I want all of these physics things in fixedUpdate, of course, to maintain consistent game-mechanics)
If it is a valid way of doing it then I am likely sold;) However some examples use a variable step for something like jump-physics of the character. I am not a friend of it. It should be in FixedUpdate, that way you will have always exactly the same jump, on every system.
Thanks!
Sorry for double-threading. Feel free to remove one of them.
Interpolation is built into physics rigidbodies, so you can run fixedupdate at 1fps if you like and it’ll still look smooth on screen. It’s a drop down on the rigid body component, or can be enabled in script, see docs for rigidbodies.
So can I just attach a rigidbody to everything that moves and the problem is solved, so to speak. Thanks
What does it mean, if using physics. Do I have to do something I don’t want? I want to attach the rigid-body to my space-ship or the player (so they move smoothly). But I want them still to behave exactly like my own code says, only the visual image of them should be interpolated. So is it possible to do what I want or are there some restrictions? And Does somebody here actually attach a rigidbody to the player, bullets in a shmup, and all that stuff?