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one more time method for prediction lerping
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Runtime/Code/Player/Character/MovementSystem/ClientPrediction/AirshipPredictionManager.cs

Lines changed: 9 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -94,6 +94,10 @@ private void OnKeyboardInput(Char e){
9494
print("Setting lerp mode to physicsTime - remainder");
9595
lerpTimeingMode = 2;
9696
}
97+
if(e == '4'){
98+
print("Setting lerp mode to fixedDeltaTime");
99+
lerpTimeingMode = 3;
100+
}
97101
}
98102

99103
public void StopPrediction(){
@@ -198,6 +202,9 @@ private void Update() {
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case 2:
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lastSimulationDuration = timerDuration - physicsTimer;
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break;
205+
case 3:
206+
lastSimulationDuration = Time.fixedDeltaTime;
207+
break;
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}
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lastSimulationTime = Time.time;
203210
//print("Simulating physics: " + Time.time + " duration: " + lastSimulationDuration + " timerDuration: " + timerDuration);
@@ -220,8 +227,8 @@ public void InterpolateBodies(){
220227
if(!SmoothRigidbodies || lastSimulationDuration == 0){
221228
return;
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}
223-
float interpolationTime = Mathf.Clamp01((Time.time - lastSimulationTime) / lastSimulationDuration);
224-
//print("interpolationTime: " + interpolationTime + " lastTime: " + lastSimulationTime + " lastDuration: " + lastSimulationDuration + " time: " + Time.time);
230+
float interpolationTime = Mathf.Clamp01((Time.time - lastSimulationTime) / lastSimulationDuration);
231+
//print("interpolationTime: " + interpolationTime + " timeDiff: " + (Time.time - lastSimulationTime) + " lastDuration: " + lastSimulationDuration);
225232
//TODO: Sort the rigidbodies by depth (how deep in heirarchy?) so that we update nested rigidbodies in the correct order
226233
foreach(var kvp in currentTrackedRigidbodies){
227234
var rigidData = kvp.Value;

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