Smooth Motion in Unity
Video Statistics and Information
Channel: KinematicSoup
Views: 43,857
Rating: undefined out of 5
Keywords: unity3d, gamedev, indiedev, kinematicsoup
Id: qtV8JEIq0Ng
Channel Id: undefined
Length: 9min 28sec (568 seconds)
Published: Thu May 25 2017
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Hold up a sec... no EDM music playing way too loud? No 3-minute explanation about why it's been so long since your last video.... You didn't spend 28 minutes explaining the easy obvious stuff and then skip over the things anyone actually wants to know...
Is this even a Youtube tutorial at all?! What is happening?!
Thank you for this. This has happened for a while with me and I just assumed it was because my computer couldn't handle all the work unity was throwing at it. Hopefully I'll see some improvements
Is it bad that I basically always use regular Update()? I just never found any good reason to use the others when you've got Time.DeltaTime.
Am I misunderstanding this?
I thought the commonly accepted technique was:
Assuming your character controllers are all using Rigidbodies then is this article still applicable? If all controllers are not using Rigidbodies then what are some of the other gameplay bugs that could affect your game?
Quote: If you feel like your fixed time step is too laggy, it's because the default Fixed Time Step is 50 FPS. Change the fixed time step by going Edit -> Project Settings -> Time.
https://www.reddit.com/r/oculus/comments/2odahu/unity_developers_change_your_fixed_timestep_to/
Strongly related : http://www.kinematicsoup.com/news/2016/8/9/rrypp5tkubynjwxhxjzd42s3o034o8
Unity comes with an Interpolation option on rigidbodies. Is there some reason to use the scripts in this video over that?
Repost?