This commit is contained in:
mischa 2024-04-09 11:39:34 +08:00
parent bab559f2b6
commit 4643d01573

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@ -313,6 +313,8 @@ void FixedUpdateClient()
// in theory we must always set rigidbody.position/rotation instead of transform:
// https://forum.unity.com/threads/how-expensive-is-physics-synctransforms.1366146/#post-9557491
// however, tf.SetPositionAndRotation is faster in our Prediction Benchmark.
// predictedRigidbody.position = newPosition;
// predictedRigidbody.rotation = newRotation;
tf.SetPositionAndRotation(newPosition, newRotation);
// transition to FOLLOWING after blending is done.
@ -333,6 +335,8 @@ void FixedUpdateClient()
// https://forum.unity.com/threads/how-expensive-is-physics-synctransforms.1366146/#post-9557491
// however, tf.SetPositionAndRotation is faster in our Prediction Benchmark.
// TODO snapshot interpolation
// predictedRigidbody.position = lastReceivedState.position;
// predictedRigidbody.rotation = lastReceivedState.rotation;
tf.SetPositionAndRotation(lastReceivedState.position, lastReceivedState.rotation);
}
}