I’m working on an arcade-like kart game, following up on some tutorials I found on Youtube.
One of them is this tutorial teaching how to deal with the car collisions properly.
Basically, it uses a fixed joint component to join the car’s sphere motor and the car’s box collider. The main problem here is that every time the car rotates, there is a strange delay between the car collider and the car model itself. This is more apparent when running the game with a low frame rate.
The only difference between my project and the one shown in the video is that I’m using a configurable joint to not lock the sphere’s rotation.
On the tutorial, he references the colider’s object rigid body on the code and updates the rotation with a MoveRotation function inside the fixed update, something like:
carRB.MoveRotation(transform.rotation);
Even with the interpolation turned on it seems not to fix completelly the issue.