Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by nicso · Dec 17, 2018 at 07:38 PM · timescalekinematicinterpolationmovepositionrigidbody physics

Problem with non kinetic rigidbody and interpolation

Not sure if it is a normal behavior :

For the two exact same rigidbody (with interpolation set to interpolate), having it kinetic or not will affect interpolation. The non kinetic rigidbody will stutter if timescale is reduced, not the kinetic one. (i suppose timescale make it just more obvious)

i was able to reproduce it in version 2018.3.0f2 and 2019.1.0a10

 Rigidbody rb;
     void Start()
     {
         rb = GetComponent<Rigidbody>();
         Time.timeScale = 0.2f;
     }
     void FixedUpdate()
     {
         rb.MovePosition(rb.position + transform.forward * 10.0f * Time.fixedDeltaTime);
     }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by Vega4Life · Dec 17, 2018 at 08:06 PM

This makes sense to me. MovePosition() and interpolate (on a rigidbody that is kinetic) will have a smooth transition between the positions.


On a rigidbody that is non-kinematic, MovePosition() is essentially the equivalent to just moving the transform. It will just skip to the exact position, instead of a smooth transition.


MovePosition() is useful for smooth transitions with kinematic gameObjects, but not vice versa.


Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image nicso · Dec 17, 2018 at 08:34 PM 0
Share

Yeah i found on the bottom of the $$anonymous$$ovePosition's documentation that it is the normal behavior. Having the same method behave diferently dosen't make a lot of sens to me in term of usability but why not.

avatar image Vega4Life nicso · Dec 17, 2018 at 09:13 PM 1
Share

I agree. I never found $$anonymous$$ovePosition() useful in the way it's setup. If you mark it as $$anonymous$$inematic, now it doesn't collide with things, etc. Seems weird.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

97 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Moving and SweepTesting a kinematic Rigidbody multiple times within a single FixedUpdate() call 0 Answers

Kinematic RigidBody does not collide with Wall using MovePosition 2 Answers

Rigidbody.MovePosition was working perfectly, now completely frozen 0 Answers

Kinematic grenade bounce fake physics? 1 Answer

Rigidbody interpolation problem 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges