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Discussion in 'DOTS Physics' started by CookieSalad, Mar 11, 2020.
you manually add these forces even today (just not as convenient)
what about WheelColliders? Unity.Physics will have support it?
WheelCollider is not currently on the roadmap for the new run-time.
So, I'm having issues with physics juddering; I think this is from the wrong time steps fed into the systems. In order to smooth out my camera and renderer movements, I need to understand how to control this
What is the default there? How do I make it use Time.DeltaTime, how do I make it use Time.fixedDeltaTime, how do I pump a physics world myself (i.e. to do step by step simulation, or to catch up)?
Just setting a few entities up in a scene and setting some linear velocities gives me very juddery movement when I follow with a camera in a MonoBehaviour, be it in Update, LateUpdate, or FixedUpdate.
+1 for the fixed update without hacking the solution around
+1 for the fixed update thing. Just finding out it was a thing took me ages, and I'm sure a lot of people get bopped over the head by it.
@Adam-Mechtley has created a thread to discuss proposed solutions for fixedUpdate
Hello, I was wondering if this is still in review, and if you were talking about the Unity samples or the Havok ones(or both)? Thanks!