- In case you were hoping Rigidbody interpolation/extrapolation works with multi-physics scenes, it does not, according to this Unity bug report (Feb, 2020).
We’d need to write our own solution for that, if we needed Rigidbodies to interpolate their positions over to the Transforms to appear smooth during Update/LateUpdates (assuming the physics occurs during FixedUpdates).
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I originally thought all Unity physics was only publicly exposed on the main thread, with little customization… however…
I see Physics2D.jobOptions for 2D physics, which looks really cool, and it seems like there’s a Unity Physics package, … though it uses DOTS and may not be easy to transfer your existing code to use it. -
Someone asked about physics support for the Unity Job System here , if that helps.
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I use deterministic lockstep/client reconciliation for my networked game too, … 'trying to think why I’m not running into performance issues with this particular problem yet… I’ll have to get back to you on that (I’ll try to remember!!)