Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 Firedan1176 · Nov 20, 2014 at 01:21 AM · arraytimevelocityframerate

BEST way to get velocity Without rigidbody?

I know you can manually get velocity with Vector3 velocity = (previous - transform.position) but that's not really smooth. I've tried creating an array of the previous 5 transforms over frames and dividing by 5 (subtracting [0] from [4]) but I drop frames and it's inefficient. What's the best and most efficient way to get velocity?

Comment
Add comment · Show 1
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 Kiwasi · Nov 20, 2014 at 02:01 AM 0
Share

Its worth noting that without a rigidbody the GameObject will only move as instructed by your code. So this question is equivalent to figuring out what velocity you told the GameObject to move at.

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Owen-Reynolds · Nov 20, 2014 at 06:11 AM

Are you using Time.deltaTime in your math? Or saving Time.time for old frames?

Otherwise different length frames will throw things off. Ex: code moves 10 meters in a 0.1 second update, and correctly moves 12 meters in a 0.12 second update (which is no change in speed.)

Could at least print Time.deltaTime to see if it varies (or do you move in FixedUpdate?)

Using 5 frames back is probably too much. That trick is purposely to make the estimate lag a little behind the real speed. To reduce "jitter," I think even the previous 2-3 frames should be fine.

Comment
Add comment · 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
1

Answer by meat5000 · Nov 20, 2014 at 01:33 AM

Velocity = Displacement / Time

Just like

Speed = Distance / Time

except Velocity is directional so we use displacement instead.

Comment
Add comment · 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

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

29 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

Related Questions

Is it a bad practice to change the timescale for the whole game? 1 Answer

Using Time.DeltaTime doesn't result in framerate independence 1 Answer

Use Velocity to determine future location of a character given a duration. 1 Answer

Is there any way to determine Unity's actual target frame rate? 1 Answer

Velocity powered rigidbody on a moving platform without parenting. 3 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