06-12-2024, 11:35 AM
Hi,
Since this isn't a constant offset but depends on character speed (offset increases the faster it's swinging) I don't think this has to do with starting conditions or callback order. Looks more like the character is one full frame behind the rope - as if using rigidbody interpolation?
It's really hard to tell without a complete picture of how your system works. Would it be possible for you to share a project that reproduces this, even if it's a stripped down version of your actual project?
LateFixedUpdate is really just Unity's WaitForFixedUpdate, no way for it to get out of sync with everything else in the game.
kind regards
Since this isn't a constant offset but depends on character speed (offset increases the faster it's swinging) I don't think this has to do with starting conditions or callback order. Looks more like the character is one full frame behind the rope - as if using rigidbody interpolation?
It's really hard to tell without a complete picture of how your system works. Would it be possible for you to share a project that reproduces this, even if it's a stripped down version of your actual project?
(05-12-2024, 07:28 PM)ShawnF Wrote: Obi's LateFixedUpdate somehow gets out of sync with the timing of the game?
LateFixedUpdate is really just Unity's WaitForFixedUpdate, no way for it to get out of sync with everything else in the game.
kind regards