Interpolation for RigidBody2D not working

I’m trying to achieve smooth movement for a ball. I seem to be failing to achieve this and now I’ve created a sample scene, which shows my setup from the game and the problem exists in that sample scene, as well.

I’ve uploaded the sample project to github: GitHub - iQew/PhysicsTesting: Debugging Breakout Ball Physics (open Assets/Scenes/SampleScene)

Here’s a recording of the problem. It’s a bit more extreme here than it is in the editor, but it shows the problem even better because of it: Imgur: The magic of the Internet

Scenario: I have a 2D mobile game (android) using Unity 2019.4.14f1 with URP. The camera does not move and will always have the same settings. The playfield consists of a certain area, which is blocked in by walls, which have a BoxCollider2D on them. The ball is a simple sprite with a CircleCollider2D, RigidBody2D and a Trail Renderer.

I have deleted all quality settings except the “Low” one, which has VSync Count set to “Don’t Sync”. In the Awake block of a controller script I set the Application.targetFrameRate to 60. In the Start block I use BallRigidBody2D.AddForce(new Vector2(1f, 10f), ForceMode2D.Impulse) to make the ball move.

The RigidBody2D of the Ball has the following settings:

  • Body Type: Dynamic
  • Material: DefaultBall (a Physics2D material with friction: 0 | bounciness: 1)
  • Simulated: true
  • Use Auto Mass: false
  • Mass: 0.025f
  • Linear Drag: 0
  • Angular Drag: 0
  • Gravity Scale: 0
  • Collision Detection: Continous
  • Sleeping Mode: Start Awake
  • Interpolate: Interpolate

All other project settings are at default.

When I launch the game, the ball starts moving as expected. Most of the time the movement is smooth, but there is stuttering every now and then. I am wondering, if there is a way to make this stuttering go away. The tutorials I found on the internet, which solve this exact problem set the Interpolation mode of the RigidBody2D to “Interpolate”, but I did that and there’s no change.

There are no other scripts interfering with the physics calculation at all. So, I assume this has to do with some kind of project settings? Using a smaller Fixed Timestep does not help, in fact it gets a lot worse, if I use 1/120 for example.

Any help would be greatly appreciated!

6637102--757267--rigid.PNG 6637102--757270--time.PNG

Nobody got an idea? I’ve logged the velocity of the ball and there’s no change even when the stuttering is visible. So, this must be some kind of rendering issue.