![]() The physics timestep is the amount of seconds between each physics update, if this value is set too high it can result in jittery movement Physics timestep is set too high in the time manager.Make sure any per-update code interacting with the rigidbody is inside the FixedUpdate function so it’s ran per physics update! Script interacting with rigidbody isn’t ran in the FixedUpdate() loop.Rigidbody doesn’t have a collider, or using a non-convexed mesh collider.Ī rigidbody without a valid collider can have unexpected physics issues.Kinematic rigidbodies will act as if you’re just setting. Select your rigidbody and set interpolation, explained more below in the rigidbody movement section. Interpolation not set when using a rigidbody.Lerping will smoothly blend from position a to position b, read the lerping section below for more info! ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |