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Animator : Update Physics & Interpolation

Discussion in 'Animation' started by mcapdegelle, Aug 15, 2019.

  1. mcapdegelle

    mcapdegelle

    Joined:
    Nov 7, 2014
    Posts:
    1
    Hey guys, I'm having a hard time with mecanim.

    I'm trying to do a sword combat system. I want it to be precise & deterministic even when the framerate is not stable. I want to do my collision detection & velocity update (based on the root motion data) in the fixed update.

    Now the thing is a can set the animator update mode on "Animate Physics", and it would solve a lot of my problems, but the bones only update at the fixed timestep frequency. Why? It should do a full simulation in the FixedUpdate & Interpolate in the normal Update based on the remaining time right? (Just like rigid body intepolation) I don't want my character to be animated at 50Hz when the framerate is 144Hz, and I can't do slow-mo modifying the TimeScale, it's even worse.

    Sooo right now, I use the animator in the Normal update mode to get smooth animation. I extract root motion & sword position sampling each attack animation clip on startup, so I can use it in the FixedUpdate. It kinda works, but It's not robust : The data will be wrong if I do IK...

    Do you guys have other solutions?
     
  2. Quadropups

    Quadropups

    Joined:
    May 23, 2017
    Posts:
    15
    I'd like to know the answer to this too. This feature would be indeed really useful.
     
  3. IgnisIncendio

    IgnisIncendio

    Joined:
    Aug 16, 2017
    Posts:
    221
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