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using delta time instead of fixed delta time (which is incorrect)
1 parent 101f944 commit ea8fd46

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2 files changed

+2
-2
lines changed

2 files changed

+2
-2
lines changed

Runtime/Scripts/Controllers/ZOLinearActuator.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -31,7 +31,7 @@ void Update() {
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private void FixedUpdate() {
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Rigidbody slideBody = _prismaticJoint.gameObject.GetComponent<Rigidbody>();
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float currentPosition = slideBody.transform.localPosition[(int)_driveAxis];
34-
float force = _pidController.Update(currentPosition, Time.fixedDeltaTime);
34+
float force = _pidController.Update(currentPosition, Time.deltaTime);
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Vector3 globalUpForce = new Vector3(0, 0, 0);
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globalUpForce[(int)_driveAxis] = force;
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Vector3 localUpForce = slideBody.transform.worldToLocalMatrix.MultiplyVector(globalUpForce);

Runtime/Scripts/Controllers/ZOServoMotorActuator.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -134,7 +134,7 @@ private void Start() {
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private void FixedUpdate() {
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137-
float motorTargetVelocity = _pidController.Update(UnityHingeJoint.angle, Time.fixedDeltaTime);
137+
float motorTargetVelocity = _pidController.Update(UnityHingeJoint.angle, Time.deltaTime);
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if (_pidController.IsAtDeadBand) {
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JointSpring hingeJointSpring = UnityHingeJoint.spring;
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hingeJointSpring.damper = 50000.0f;

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