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I guess you execute the modified TransformInterpolator after the mechanics. Know that this simplification does not preserve determinism, as there...
Glad it helped. Just curious to know the way you wanted to use it initially.
Btw. here is a little script that can record the update sequence, for confirmation. Feel free to use all that. :) using...
This here is a complementary (rather a superset) thread to the one showing how to implement a custom motion-interpolation solution:...
I've just taken a look into Godot and want to quote some updated information, since I don't see it posted: "Just to note on my side. This is a...
An idea would be to associate an install with the corresponding MAC-address (you could have several still).
I guess they will (among other things) try to associate an install with the MAC-address to detect re-installs.
Let me stress, the solution is designed to interpolate transforms that are moved in fixedupdate only, nowhere else. Any other use case is wrong...
Hey, that's great to hear. It's nice that the script can be already leveraged to make you (and your players!) happy. :) I will soon make a thread...
There is a standard for floating points. It is not "totally deterministic" because it allows for different rounding modes. So the same rounding...
Oh yes, I am aware about the edge cases. Here is also no feature for spawning/teleporting. In general, in a clean architecture, edge cases are not...
I see. But you actually don't need the Start()-hack to achieve the same effect. My suggestion would be to just cache the necessary input (like...
Well, do that and science will disagree with you. So far Unity only focused on reducing noise in time sampling, but they haven't focused on...
I would like to have a confirmation on that from Unity staff. I would assume Input is sampled before any game logic updates (that includes...
On a related note: If you are interested in adding motion interpolation or want a deeper understanding about fixed update in general, you will...
@ engine team and everyone wanting to implement a stable fixed update loop (with motion interpolation): For a serious deep dive to a fundamental...
Btw. for a serious deep dive into fixed update loops, I dedicated an entire Bachelor-Thesis to their stability (but it also includes...
Nice that Halo values deterministic mechanics. That's a good overview of the engine's architecture. Unfortunately, this format is too coarse to go...
Btw, addressing just the algorithmic stability (not performance related aspects) of Unity's fixed update loop: Let's consider a scenario where...
The linked thread doesn't address the issue with inconsistent deltaTime. But assuming this issue is solved and you want to update logic in...