Version: 2022.3
LanguageEnglish
  • C#

Rigidbody.interpolation

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public RigidbodyInterpolation interpolation;

Description

Interpolation provides a way to manage the appearance of jitter in the movement of your Rigidbody GameObjects at run time.

Interpolation calculates the pose of a Rigidbody in frames that fall between physics timestep updates, to reduce the appearance of visible jitter. It is particularly useful for player character GameObjects, and any other GameObject that the camera follows. By default, interpolation is disabled. When interpolation or extrapolation is enabled, the physics system takes control of the Rigidbody's transform. For this reason, you should follow any direct (non-physics) change to the transform with a Physics.SyncTransforms call. Otherwise, Unity ignores any transform change that does not originate from the physics system. Physics simulation runs at discrete timesteps, while graphics are rendered at variable frame rates. This can lead to visual jitter on some GameObjects, because the physics and graphics updates are not synchronized. The visual effect is particularly noticeable on GameObjects that the camera follows (such as player characters and vehicles). It is recommended to turn on interpolation for the main character but disable it for everything else.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961