Skip to content

Instantly share code, notes, and snippets.

@FlaShG
Last active May 11, 2023 21:16
Show Gist options
  • Star 7 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save FlaShG/2ee9ca42492363f25b1c416ac85b0732 to your computer and use it in GitHub Desktop.
Save FlaShG/2ee9ca42492363f25b1c416ac85b0732 to your computer and use it in GitHub Desktop.
Interpolates a GameObject's position and rotation while being updated in FixedUpdate.
using UnityEngine;
using UnityEngine.LowLevel;
using System.Collections.Generic;
using UnityEngine.PlayerLoop;
/// <summary>
/// Interpolates a GameObject's position and rotation while being updated in FixedUpdate.
/// </summary>
public class FixedUpdateInterpolation : MonoBehaviour
{
#region Player Loop Setup
private struct EarlyFixedUpdateLoop { }
private struct LateFixedUpdateLoop { }
private static readonly List<FixedUpdateInterpolation> allEnabledInstances = new List<FixedUpdateInterpolation>();
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void Initialize()
{
var rootSystem = PlayerLoop.GetCurrentPlayerLoop();
var early = new PlayerLoopSystem
{
updateDelegate = OnEarlyFixedUpdate,
type = typeof(EarlyFixedUpdateLoop)
};
var late = new PlayerLoopSystem
{
updateDelegate = OnLateFixedUpdate,
type = typeof(LateFixedUpdateLoop)
};
AttachPlayerLoopBefore<FixedUpdate, FixedUpdate.ScriptRunBehaviourFixedUpdate>(ref rootSystem, early);
AttachPlayerLoopBefore<FixedUpdate, FixedUpdate.ScriptRunDelayedFixedFrameRate>(ref rootSystem, late);
PlayerLoop.SetPlayerLoop(rootSystem);
}
private static void AttachPlayerLoopBefore<TSystem, TSubSystem>(ref PlayerLoopSystem rootSystem, PlayerLoopSystem newSystem)
{
for (var systemIndex = 0; systemIndex < rootSystem.subSystemList.Length; systemIndex++)
{
var system = rootSystem.subSystemList[systemIndex];
if (system.type == typeof(TSystem))
{
for (var subSystemIndex = 0; subSystemIndex < system.subSystemList.Length; subSystemIndex++)
{
var subSystem = system.subSystemList[subSystemIndex];
if (subSystem.type == typeof(TSubSystem))
{
InsertIntoArray(ref system.subSystemList, newSystem, subSystemIndex);
rootSystem.subSystemList[systemIndex] = system;
return;
}
}
}
}
}
private static void InsertIntoArray<T>(ref T[] array, T element, int index = -1)
{
List<T> list;
if (array == null)
{
list = new List<T>();
}
else
{
list = new List<T>(array);
}
if (index >= 0)
{
list.Insert(index, element);
}
else
{
list.Add(element);
}
array = list.ToArray();
}
private static void OnEarlyFixedUpdate()
{
foreach (var instance in allEnabledInstances)
{
instance.EarlyFixedUpdate();
}
}
private static void OnLateFixedUpdate()
{
foreach (var instance in allEnabledInstances)
{
instance.LateFixedUpdate();
}
}
#endregion
new private Transform transform;
private Vector3 pos0;
private Vector3 pos1;
private Quaternion rot0;
private Quaternion rot1;
private Vector3 lastUpdatePos;
private Quaternion lastUpdateRot;
private Transform lastUpdateParent;
private void Awake()
{
transform = base.transform;
}
private void OnEnable()
{
lastUpdatePos = pos0 = pos1 = transform.localPosition;
lastUpdateRot = rot0 = rot1 = transform.localRotation;
lastUpdateParent = transform.parent;
allEnabledInstances.Add(this);
}
private void OnDisable()
{
allEnabledInstances.Remove(this);
}
private void EarlyFixedUpdate()
{
var pos = transform.localPosition;
if (pos == lastUpdatePos)
{
transform.localPosition = pos1;
lastUpdatePos = pos1;
}
else
{
AcceptUpdatedPosition(pos);
}
var rot = transform.localRotation;
if (rot == lastUpdateRot)
{
transform.localRotation = rot1;
lastUpdateRot = rot1;
}
else
{
AcceptUpdatedRotation(rot);
}
}
private void LateFixedUpdate()
{
if (transform.parent != lastUpdateParent)
{
TranslateLocalTransformToNewParent();
lastUpdateParent = transform.parent;
}
pos0 = pos1;
pos1 = transform.localPosition;
lastUpdatePos = pos1;
rot0 = rot1;
rot1 = transform.localRotation;
lastUpdateRot = rot1;
}
private void TranslateLocalTransformToNewParent()
{
if (lastUpdateParent != null)
{
pos1 = lastUpdateParent.TransformPoint(pos1);
rot1 = lastUpdateParent.rotation * rot1;
}
if (transform.parent != null)
{
pos1 = transform.parent.InverseTransformPoint(pos1);
rot1 = Quaternion.Inverse(transform.parent.rotation) * rot1;
}
}
private void Update()
{
var t = (Time.time - Time.fixedTime) / Time.fixedDeltaTime;
var pos = transform.localPosition;
if (pos == lastUpdatePos)
{
var newPosition = Vector3.Lerp(pos0, pos1, t);
transform.localPosition = newPosition;
lastUpdatePos = newPosition;
}
else
{
AcceptUpdatedPosition(pos);
}
var rot = transform.localRotation;
if (rot == lastUpdateRot)
{
var newRotation = Quaternion.Lerp(rot0, rot1, t);
transform.localRotation = newRotation;
lastUpdateRot = newRotation;
}
else
{
AcceptUpdatedRotation(rot);
}
}
private void AcceptUpdatedPosition(Vector3 pos)
{
pos0 = pos1 = pos;
lastUpdatePos = pos;
}
private void AcceptUpdatedRotation(Quaternion rot)
{
rot0 = rot1 = rot;
lastUpdateRot = rot;
}
}
@DenisBelmondo
Copy link

this script saved my bacon. thanks!

@jmscshipp
Copy link

Thanks for sharing this, helped a lot!

@FlaShG
Copy link
Author

FlaShG commented May 11, 2023

Now with PlayerLoops-based implementation and reparenting support 😄

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment