Hi,
Actually rb interpolation is made by a simple linear interpolation, with a constant interpolation factor. This approach doesn't scale well, and it's impossible to find a good absolute constant for each object. Also, if we try to do something like a slow-motion, the situation get worse.
Unity's rigidbodies should use a different approach. I think that transforms and graphics are a frame behind the physics. With this small delay we can determine exactly where a rb should be at a given time.
http://answers.unity3d.com/questions/767134/physics-what-is-interpolate-extrapolate-discrete-c.html
http://answers.unity3d.com/questions/1071036/what-kind-of-interpolation-for-my-rigidbody.html
Can you use a similar technique for TrueSync?
Thanks,
Devis
Actually rb interpolation is made by a simple linear interpolation, with a constant interpolation factor. This approach doesn't scale well, and it's impossible to find a good absolute constant for each object. Also, if we try to do something like a slow-motion, the situation get worse.
Unity's rigidbodies should use a different approach. I think that transforms and graphics are a frame behind the physics. With this small delay we can determine exactly where a rb should be at a given time.
http://answers.unity3d.com/questions/767134/physics-what-is-interpolate-extrapolate-discrete-c.html
http://answers.unity3d.com/questions/1071036/what-kind-of-interpolation-for-my-rigidbody.html
Can you use a similar technique for TrueSync?
Thanks,
Devis