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Feature Request Interpolation for Articulation Bodies

Discussion in 'Physics' started by Qleenie, May 22, 2023.

  1. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    734
    Hey,

    I really like working with Articulation Bodies, they have some big advantages in terms of stability vs Rigidbody / / Joints.
    However, having no interpolation means the usability for visual pleasing animations is very hard. We have very complicated code parts just to compensate for the missing interpolation feature. Would be really helpful to have same interpolation toggle as we have on Rigidbodies.
     
    zezba9000 likes this.
  2. zezba9000

    zezba9000

    Joined:
    Sep 28, 2010
    Posts:
    983
    Is this missing? Or are we just missing something here?
     
  3. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    734
    It’s still not existing. However, in newer versions of Unity you can execute Physics in Update instead of FixedUpdate, have not tried it though. But in theory this should mitigate the issue.
     
  4. zezba9000

    zezba9000

    Joined:
    Sep 28, 2010
    Posts:
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    Updating the physics engine in Update with a variable deltaTime is a horrible idea and would cause huge stability issues.
    Manually adding your own interpolation would be much better. For my needs things seem to be running smooth so looks like I'm find here.

    You can do prediction by continuing to offset positions and rotations in Update based on vel * deltaTime.
    Or you could turn up the physics iteration count to 100 instead of 50 to help
     
  5. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    734
    Whether it runs smooth depends on your fixed timestep, not on the number of iterations. If you set fixed timestep very low, it will also appear very smooth, as Physics are updated more often.