fix: PredictedRigidbody now always teleports to corrections to avoid objects not being able to move to a corrected position if there's another object inbetween

This commit is contained in:
mischa 2024-03-23 23:52:23 +08:00 committed by MrGadget
parent fb1fc3a0ae
commit dc2f35a347

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@ -15,12 +15,6 @@
namespace Mirror
{
public enum CorrectionMode
{
Set, // rigidbody.position/rotation = ...
Move, // rigidbody.MovePosition/Rotation
}
// [RequireComponent(typeof(Rigidbody))] <- RB is moved out at runtime, can't require it.
public class PredictedRigidbody : NetworkBehaviour
{
@ -71,9 +65,6 @@ public class PredictedRigidbody : NetworkBehaviour
public bool oneFrameAhead = true;
[Header("Smoothing")]
[Tooltip("Configure how to apply the corrected state.")]
public CorrectionMode correctionMode = CorrectionMode.Move;
[Tooltip("Snap to the server state directly when velocity is < threshold. This is useful to reduce jitter/fighting effects before coming to rest.\nNote this applies position, rotation and velocity(!) so it's still smooth.")]
public float snapThreshold = 2; // 0.5 has too much fighting-at-rest, 2 seems ideal.
@ -643,18 +634,22 @@ void ApplyState(double timestamp, Vector3 position, Quaternion rotation, Vector3
// call it before applying pos/rot/vel in case we need to set kinematic etc.
OnBeforeApplyState();
// Rigidbody .position teleports, while .MovePosition interpolates
// TODO is this a good idea? what about next capture while it's interpolating?
if (correctionMode == CorrectionMode.Move)
{
predictedRigidbody.MovePosition(position);
predictedRigidbody.MoveRotation(rotation);
}
else if (correctionMode == CorrectionMode.Set)
{
// Rigidbody .position teleports, while .MovePosition interpolates.
// we always want to teleport to corrections.
// otherwise if there A is moving to the right and is blocked by B,
// it would never get there causing objects at rest to jiggle around.
// if (correctionMode == CorrectionMode.Move)
// {
// predictedRigidbody.MovePosition(position);
// predictedRigidbody.MoveRotation(rotation);
// }
// else if (correctionMode == CorrectionMode.Set)
// {
// predictedRigidbody.position = position;
// predictedRigidbody.rotation = rotation;
// }
predictedRigidbody.position = position;
predictedRigidbody.rotation = rotation;
}
// there's only one way to set velocity.
// (projects may keep Rigidbodies as kinematic sometimes. in that case, setting velocity would log an error)