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 culkinnivas · May 04, 2017 at 02:01 PM · savingfixedupdatereplaylerpingghost

Lerping saved position in FixedUpdate causes inconsistent in speed with the reply !

I have a racing game where im saving ghost and sending the said saved ghosts to friends, the problem is when i save the position and rotation in fixed update and play back the saved position in the fixed update the playback is moving to fast than the saved ghost (i.e the replay of the position and rotation is not int he same time span when its saved) i have attached my code down

 void FixedUpdate()
 {


// for playing back the saved positions and rotation

     if(StartGhost)
     {


         check++;

         if (!gameObject.activeSelf)
         {
             gameObject.transform.position = ReadPosition[0];
             gameObject.transform.rotation = ReadRotation[0];
             gameObject.SetActive(true);
         }
         if (check != ReadPosition.Count)
         {

// Tried different lerping and things all same results

             // gameObject.transform.position = Vector3.Slerp(gameObject.transform.position, ReadPosition[check], Time.deltaTime / 0.001f);
             // gameObject.transform.rotation = Quaternion.SlerpUnclamped(gameObject.transform.rotation, ReadRotation[check], Time.deltaTime / 0.02f);
             // PlayerCarInstance.transform.position = Vector3.SmoothDamp(PlayerCarInstance.transform.position, ReadPosition[check], ref testref, 0.2f);
               gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, ReadPosition[check], Time.smoothDeltaTime/0.2f );
            // gameObject.transform.position = ReadPosition[check];
             gameObject.transform.rotation = Quaternion.SlerpUnclamped(gameObject.transform.rotation, ReadRotation[check], Time.fixedDeltaTime / 0.02f);
             //PlayerCarInstance.transform.rotation = ReadRotation[check];

         }
         else
         {
             StartGhost = false;
         }

         

     }

// for saving the ghost

     if(SaveGhost)
     {
         Position.Add(this.transform.position);
         Rotation.Add(this.transform.rotation);

         //Debug.Log (RealPlayer.transform.position.ToString());
         Count++;


         if(carcontroller.Levelended && carcontroller.isIA != false)
         {
             timer -= Time.deltaTime;
             if(timer < 0)
             {
                 Ghostmanager.Position = Position;
                 Ghostmanager.Rotation = Rotation;
                 Ghostmanager.Count = Count;
                 SaveGhost = false;

             }
         }
     }


 }



if any one can point out what im doing wrong it will be helpful ! thanks in advance

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 culkinnivas · May 02, 2017 at 07:06 PM 0
Share

If i change the Updates to late or normal it interferes with camera update and causes massive jitters

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

ghost replay system as for a racing game ? 2 Answers

How to play animation just once whenver i shoot a bullet( bullet's flash animation) ? 0 Answers

2D Platformer Ghost Replay 2 Answers

Sharing a project with team members not using PRO License 1 Answer

How can you use Unity to make an iOS app that's not a game? 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