The object moves on wheel colliders, with a set speed of more than 10 units per second, the object begins to move in spurts, removing vertical synchronization and limiting the number of frames to 50, it turned out to reduce the number of friezes, but still they remained. Because the object moves on the forks, arrange time.deltaTime will not work.
1 answer
Try reducing the physics update interval in the project settings in Time Manager . It is possible that at a certain speed your object moves too fast for physics to correctly handle these movements. You need to change the value of the Fixed Timestep , on which the update frequency depends, just as it will be tied to what frequency you will call the FixedUpdate() method in your scripts. A little more about this can be found here .
PS If your problem really is in physics, then changing the number of FPS will not help you much, since physics in Unity works as a separate thread and is updated on a separate timer with a fixed step, unlike graphics.
- with increasing values, jerks increase, and with decreasing they decrease, but physics noticeably begins to suffer, it turns out that it is necessary to simplify the physics of the movement of an object? - skDYLAN
- @skDYLAN while decreasing - the accuracy of the physical simulation increases, which is why some forces / obstacles that you neglected may have a visible effect. Not knowing exactly your simulation is difficult to say what is wrong. - vmchar
- The root of the problem was found, no matter how ridiculous it might sound, but the problem was the camera, or rather the script that keeps the object in focus of the camera, was processed in the LateUpdate method, while transferring it to FixedUpdate, the problem was fixed. All the same, the clue was that everything was normal in the scene, but not in the game mode - skDYLAN
|