Sampling resolution problem with timeScale on play time (fixed)

Forums 💬 Slate Sequencer ⚙️ Support Sampling resolution problem with timeScale on play time (fixed)

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  • #21303
    magicpotato
    Participant

      Hello!

      There’s a problem when change timeScale only.
      I fixed that with my narrow understand.
      You can reference my changes screenshot to fix this issue clearly.

      Cheers!

      [attachment file=”643″]

      #21307
      Gavalakis
      Keymaster

        Hey,

        Can you please explain what is the problem and what this changes fixes?
        Is it that when slowing down time, physics objects are shuttering?

        Thanks in advance.

        #21306
        magicpotato
        Participant

          Hi,

          I don’t know a term exactly in English.
          But It’s not shuttering. (As I know shuttering is rendering freeze but interpolation is no problem)

          It’s an interpolation problem (sampling resolution). like frame jump?

          Thanks!

          #21305
          Gavalakis
          Keymaster

            Hmm. When you slow down the game by Time.timeScale, rigibodies will indeed frame jump since they are updated in a different framerate (ProjectSettings/Time/FixedTimeStep).

            One way, is to set the interpolation mode on the Rigidbody component inspector to either “Interpolate” or “Extrapolate” instead of “None”.
            Would that resolve the issue in your case?

            Thanks!

            #21304
            magicpotato
            Participant

              Interpolation mode changing is not working on my project.
              Anyway I using actor IsKinematic is true. (I tried to solve with false value too)

              Thanks!

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