08-05-2026, 11:21 AM
(This post was last modified: 08-05-2026, 11:22 AM by josemendez.)
(08-05-2026, 09:17 AM)Jawsarn Wrote: Maybe there's a bit of miscommunication here. The setup is Entity { ECS CharacterController/kinematic rigidbody } -> GameObject {ObiSolver}. I'm not using GO Rigidbody.
I was using "rigidbody" to refer to the gameObject the solver is attached/parented to, that is in turn moved by an interpolated ECS rigidbody. I'm not an ECS expert, so it may be different from what I'm used to - but I'm assuming interpolation in ECS works the same way it does for GO rigidbodies. The important thing is that the solver's position is interpolated from the results of a simulation run by a different engine.
(08-05-2026, 09:17 AM)Jawsarn Wrote: In "sync" is also vaguely true, only that they have same deltatime, ECS Client does some clamps so we're within 5% of tick rate etc, apart from other possible rounding errors.
Yes, we're discussing high-level ideas. The devil is usually in the details, that's why I asked for a project that I can get my hands on to debug.
(08-05-2026, 09:17 AM)Jawsarn Wrote: I'll give the manual update a go in upcomming week.
Sure, let me know how it goes.
kind regards

