28-06-2019, 10:47 AM
(This post was last modified: 28-06-2019, 10:48 AM by josemendez.)
(28-06-2019, 10:39 AM)bgrz_ Wrote: Thanks!
I will try to adapt our code to work that way, although it risks breaking many things. The main reason why I wrote is because it used to work fine in 3.2, and was broken somewhere between 3.2 and 3.5.
Hi!
Could very well have been due to a change in Obi, but also due to the nature of FixedUpdate() (Unity decides when to call it, and how many times, depending on how much time the previous frame took to render) having it working might have been pure luck.
In case Unity calls FixedUpdate() exactly once per frame, every frame, then you'd experience no jittering at all. This can happen if you cap the frame rate, and your fixed timestep is set to exactly the duration of a frame. This is not always the case, though, so things must be done in a way that does not assume how many times will FixedUpdate() will be called each frame, if at all.