Hello!
I am working currently trying to transition my game to use FixedUpdate for all characters (for determinism purposes), and am now in the process of trying to transition my player characters in VR to use FixedUpdate instead of Update.
Currently, I have a character setup with UltimateCharacterLocomotion and a VRIK component. When I set CharacterLocomotion.UpdateLocation = UpdateLocation.Update, then the character works fine and I am able to perform actions like moving my hand and shooting my weapon. See the expected behavior in this video.
However, as soon as I switch the CharacterLocomotion.UpdateLocation = UpdateLocation.FixedUpdate, my character model goes berserk and my weapon flickers like crazy (with the position changing). See the behavior for the game view in this video and the scene view in this video.
Is there a way I can make VRIK compatible with FixedUpdate? Should I create a class that inherits CharacterIK and manually calls the IK solver update in the Move() method?
Thanks!
I am working currently trying to transition my game to use FixedUpdate for all characters (for determinism purposes), and am now in the process of trying to transition my player characters in VR to use FixedUpdate instead of Update.
Currently, I have a character setup with UltimateCharacterLocomotion and a VRIK component. When I set CharacterLocomotion.UpdateLocation = UpdateLocation.Update, then the character works fine and I am able to perform actions like moving my hand and shooting my weapon. See the expected behavior in this video.
However, as soon as I switch the CharacterLocomotion.UpdateLocation = UpdateLocation.FixedUpdate, my character model goes berserk and my weapon flickers like crazy (with the position changing). See the behavior for the game view in this video and the scene view in this video.
Is there a way I can make VRIK compatible with FixedUpdate? Should I create a class that inherits CharacterIK and manually calls the IK solver update in the Move() method?
Thanks!