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 adslitw · Jun 13, 2013 at 12:05 PM · physicsframeratefixedupdateinterpolation

How to smooth physics without interpolation

I'm making a game that is almost entirely driven by physics, and am having significant problems with jerkiness caused by fixedupdate() and update() not being in sync.

Interpolation doesn't play nicely with my game (it affects the control of the main character) so isn't an option.

I'm developing for iOS and Android and am targeting 60fps, so my current workaround has been to set the fixed timestep to 0.016666667 (60 steps per second).

So, my question is, is there an obvious / standard way to deal with this that I'm missing? Or, is there a major downside to hack I'm employing above?

Comment
Add comment · Show 7
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 Jamora · Jun 13, 2013 at 12:22 PM 0
Share

A downside that I could think of is if your device runs faster/slower than 60fps, then they will be out of sync again. Why would you want fixedUpdate and update to be in sync in the first place? Can you use coroutines to alleviate the jerkiness?

avatar image adslitw · Jun 13, 2013 at 12:28 PM 0
Share

Yep, that definitely is a downside - they're never totally in sync for long so even though the motion is mostly smooth, you can tell something isn't right.

Sorry, I'm not sure I understand - how would coroutines help here?

avatar image Jamora · Jun 13, 2013 at 12:40 PM 0
Share

With the limited information you provided, I'm just throwing things on the table. Depending on your problem, you could start a coroutine in FixedUpdate that lerps your values until the next FixedUpdate, or something.

avatar image whydoidoit · Jun 13, 2013 at 02:23 PM 0
Share

What is Update doing? What is FixedUpdate doing?

avatar image adslitw · Jun 14, 2013 at 10:02 AM 0
Share

Update is managing control inputs, playing animations etc. FixedUpdate is applying all rigidbody forces etc.

This is a good discussion around the fundamental issue: http://answers.unity3d.com/questions/275016/updatefixedupdate-motion-stutter-not-another-novic.html

However I'd like to find a solution without using interpolation.

Show more comments

0 Replies

· Add your reply
  • Sort: 

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

17 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

Related Questions

Framerate independent physics (FixedTimestep, FixedDeltaTime) 1 Answer

does interpolation full up some kind of cache over time 1 Answer

Unity Physics frame rate. void FixedUpdate 3 Answers

Interpolating positions between FixedUpdate frames? 1 Answer

Physics behaviour changing with framerate - Is FixedUpdate() actually working properly? 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