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August 18, 2024 07:29
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Interpolates a GameObject's position and rotation while being updated in FixedUpdate.
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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; | |
} | |
} |
Thanks for sharing this, helped a lot!
Now with PlayerLoops-based implementation and reparenting support 😄
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this script saved my bacon. thanks!