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
3
Question by tayloreichhorst · Jun 10, 2015 at 03:33 AM · rigidbody2dparentinterpolation

5.1 Interpolation on child rigidbody2d is causing the object to move slower than parent.

I have interpolation set on a rigidbody2D that is kinemetic. It is a child of an object that does not have a rigidbody2d and is being moved with like so...

void Update () { currentPos = transform.position;

     currentPos += (randDir * Time.deltaTime);

     transform.position = currentPos;
 }

The child objects with the rigidbody2d component are moving much slower than the parent object. This is causing huge issues for me. What am I doing wrong?

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 tayloreichhorst · Jun 12, 2015 at 07:00 PM 0
Share

I have come up with a solution that fits me, hopefully it works for some other people. I leave interpolate on the main rigidbody object. Once he hits an object that breaks a part, i set interpolate on the broken shards as well. As they are despawned I reset their inerpolation to none.

3 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by dasbin · Jun 11, 2015 at 02:31 AM

I have the same issue since updating to 5.1. You're not doing anything wrong. There's clearly a new bug with interpolation on kinematic Ridigbody2D's in 5.1.

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 tayloreichhorst · Jun 11, 2015 at 01:40 PM

Sorry to hear the problem is plaguing you too. I have since gone a different route which is equally as annoying, but better for performance. I have taken interpolate off of those items, and started trying to smooth out the camera instead. Trying to smooth out a camera that is following a rigidbody2d in a way that everything else that isn't a rigidbody moves smoothly is a nightmare.

Hopefully they fix that bug soon.

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
0

Answer by Rainbirth · Jul 08, 2016 at 01:26 AM

are you using the Fixed Update? rigid bodies maybe are moving in a fixed update loop and the other object in the normal one. this can cause issues if you're modifying the transform directly.

Try using Rigidbody.movePosition instead, (not sure if this will fully solve your issue but you can look into it).

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

24 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

Related Questions

Decrease rigidbody2D velocity per object attached to parent 1 Answer

Parent class cannot find component 0 Answers

Attach object to player until button pressed? 1 Answer

Make a simple tree 1 Answer

Rigidbody 2D with interpolate = cant rotate object 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