Open youarereadingthis opened 2 months ago
Hey. would you be able to provide a repro project for this? It'll make it easier to track down because as you can see here in this video I'm not noticing the same thing.
https://github.com/user-attachments/assets/e49639e4-2ed8-4947-934e-1a02f92fe77d
Hey. would you be able to provide a repro project for this? It'll make it easier to track down because as you can see here in this video I'm not noticing the same thing.
It's happening to both of my projects that implement SlowMo, and all I'm doing is setting Scene.TimeScale
in code. In my current project I don't even have a game manager so I'm definitely not doing anything fancy.
Could it be that setting Scene.TimeScale
each update resets the interpolation?
I'll try getting around to making that repro.
Thanks, a repro will help for sure, is it a networked game? If so TimeScale must match for all clients.
Describe the bug
When you lower the time scale it seems to also slow down the physics update rate. This wouldn't necessarily be a problem if the interpolation worked properly at lower scene time scales, but it doesn't.
To Reproduce
0.3f
or less.Expected behavior
Rigidbodies should move smoothly at lower time scales.
Media/Files
https://github.com/user-attachments/assets/9ea7c7dd-ba14-4cc1-b08d-dcf892b2c742
Additional context
In the attached video I've lowered the time scale of the slow motion ability to
0.1f
just for the sake of example.I've gotten around this in the past by scaling the update rate relative to the time scale but that's a workaround, not a solution we should be required to implement for games utilizing SlowMo.