Version: 2022.3
言語: 日本語

RigidbodyInterpolation

enumeration

マニュアルに切り替える

説明

Rigidbody 補完モード

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.

For the main characters or vehicles that are followed by the camera it is recommended to use interpolation. For any other rigidbodies it is recommended not to use interpolation.

See Also: Rigidbody.interpolation.

変数

None補間しません
Interpolate補間を行います Extrapolate より少し反応が遅れる場合があります
Extrapolate外挿補間を行います 現在の速度に基づいて計算されます
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