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 |