I’ve been playing around with physics over the past few days, 2D physics. I understand mostly everything but when it comes to the interpolation and collision modes, I’m confused a bit.
Ill start with interpolate / extrapolate. I understand how each one affects rigidbodies, I turned the fixed timestep up to 0.5 seconds and simply let a body fall. With no interpolation, it was very juttery, with interpolate, it was really smooth as if the fixed timestep was not at 0.5, but slows down as it approaches another collider. Extrapolate also produces juttery results. However when fixed timestep is at the default 0.02 or less, there is no noticeable difference between this modes. But then it’s documented as saying to use interpolate on characters driven by physics to smooth them out. Yet I don’t see this being needed if your fixed timestep is low enough. So am I right in thinking it should be used in games where fixed timestep may be a little higher?
As for collision detection mode, I really really really cannot see any difference at all. I have done a lot of testing to try and see a difference but cannot. People say that discrete collision can cause colliders to pass through each other but I cannot get that to happen at all. No matter how fast I make a rigidbody move into another, it never passes through, ever. Whats the deal here?
Interpolate and extrapolate have a smoothing effect as you have seen. It just means that if you have frames being rendered in between physics steps, the position of the object will be guessed based on where it was previously (or where it will be if you use extrapolate).
– EHoggerBut surely that would mean that there would be frames where bodies would clip (on the non fixed update frames), but that doesnt seem to happen at all
– NoUJoe