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Question by raghuramidi · Apr 01, 2015 at 01:20 PM · jerking

Rigidbodies looks jerking on high speed.

Hello, my game is about racing the traffic . The issue is whenever i go high speed traffic cars looks like jerking while passing away and they look smooth if i get slow. Player car is smooth at both high and low speeds. I am using addForce for moving traffic cars. I cannot understand weather the problem is with camera or traffic objects rigidbody or anything else. Please help

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avatar image hexagonius · Apr 01, 2015 at 02:38 PM 0
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Set the affected rigidbodie's interpolation mode to interpolate. $$anonymous$$ove the camera in LateUpdate()

And provide some code ;)

avatar image raghuramidi · Apr 01, 2015 at 04:46 PM 0
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Camera is in LateUpdate . Tried interpolate but still not difference .

This is traffic car script with rigidbody mass of 1000 and Interpolate None

if(traffic_brake.collisiondetected) {

          applyBrake();
          
  
      }else if(currentSpeed>topSpeed)
      {
      
          rigidbody.AddForce(carforwarddirection_vector*0);
          rigidbody.AddForce(carreversedirection_vector*0);
          
      }else{
  
          rigidbody.AddForce(carforwarddirection_vector*force);
          rigidbody.AddForce(carreversedirection_vector*0);
      
      
      }
 

I have tried moving physics to FixedUpdate, LateUpdate, Update

Note: Player car looks very smoothly moving at high and low speeds.

avatar image hexagonius · Apr 01, 2015 at 04:52 PM 0
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How is the if condition evaluated? What is applyBreak() doing? Why are you applying zero forces (remove those AddForce)?

avatar image raghuramidi · Apr 01, 2015 at 05:05 PM 0
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I checked removing rigidbody.AddForce(carreversedirection_vector*0); but still same. Co$$anonymous$$g to applyBrake below is the method

function applyBrake() { rigidbody.AddForce(carforwarddirection_vector*0);

     if(!this.gameObject.rigidbody.is$$anonymous$$inematic)
     {
         rigidbody.velocity =0.9*traffic_brake.oppositeCarSpeed;
     }    

 }
 
avatar image anil4029 raghuramidi · Jun 08, 2017 at 11:20 AM 0
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use Time.deltaTime

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Answer by Zielscheibe · Jun 08, 2017 at 11:29 AM

Additionally to the answer of @kornstar83 you may check the interpolation field on your rigidbody and set it to interpolate. I had that issue too with none for interpolation mode.

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avatar image abdrakovairat · Oct 05, 2020 at 02:45 PM 0
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worked for me, thanks!!

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Answer by kornstar83 · Jun 08, 2017 at 11:24 AM

Check to make sure your physics calculations for the traffic cars are being done in a FixedUpdate, doing physics calculations in Update can cause that issue

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