Rigidbody 補完モード
Interpolation calculates the pose of a Rigidbody in frames that fall between physics timestep updates, to reduce the appearance of visible jitter. It is particularly useful for player character GameObjects, and any other GameObject that the camera follows.
By default, interpolation is disabled. When interpolation or extrapolation is enabled, the physics system takes control of the Rigidbody's transform. For this reason, you should follow any direct (non-physics) change to the transform with a Physics.SyncTransforms call. Otherwise, Unity ignores any transform change that does not originate from the physics system.
For the main characters or vehicles that are followed by the camera it is recommended to
use interpolation. For any other rigidbodies it is recommended not to use interpolation.
See Also: Rigidbody.interpolation.
None | 補間しません |
Interpolate | 補間を行います Extrapolate より少し反応が遅れる場合があります |
Extrapolate | 外挿補間を行います 現在の速度に基づいて計算されます |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.