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It seems that the built in animations play after other scripted FixedUpdate loops when 'Animate Physics' is selected - resulting in funny looking behaviour when moving a character in relation to these objects. Is there a way to enforce the order animations will play in relation to another FixedUpdate loop? And if not, does it always execute after other FixedUpdate loops? Since there isn't a function being explicity called, I'm not sure if I can control the call order in the normal way (calling a custom update function via some manager script). I suppose I could 'fake' it by having the animated graphics lag a frame, but that's a bit funky --- this would be the code for that:
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Well, in case anyone was wondering here is how you might implement LateFixedUpdate(), if you need it.
Fundamentally, however, I had the animations lag a frame to solve the aforementioned issues - using similar code to that posted in the question. I'm not sure I understand why one would want Animated physics objects to move after FixedUpdate, it seems like they should move first, and then run FixedUpdate() on everything else, otherwise the graphics appear to be a frame behind. If you want to do things after each FixedUpdate(), this is not the way to do it. Due to the fact that Update() and FixedUpdate() run at different update rates, you'll miss some FixedUpdate() calls. I worked around the problem by centralizing my scheduling stuff in one script's FixedUpdate() and using the observer pattern to let other scripts perform the needed actions.
Nov 17 '10 at 02:16 PM
PatHightree
Yeah, I eventually noticed this too, if your frame rate bogs and you end up with multiple fixed update calls / frame. We've also implemented a global update ordering class. However since this code (O.P) deals with graphics updating, it is still correct, since no matter how many times fixed update runs, we only care that it has run, not catching each iteration. Great point though.
Nov 18 '10 at 01:14 AM
Brian Kehrer
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give LateUpdate a shot: http://unity3d.com/support/documentation/ScriptReference/MonoBehaviour.LateUpdate.html LateUpdate() refers to post-Update. Now that animations can be synchronized with physics (but only after FixedUpdate()), I need LateFixedUpdate(). Surely I could create LateFixedUpdate() from LateUpdate(), but that seems silly.
Dec 21 '09 at 04:35 PM
Brian Kehrer
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take a look at Update Order and as Lucas said use LateUpdate or LateFixedUpdate for what you want. The problem is Animated physics objects (moving platforms) seem to move after FixedUpdate, which means the physics is a frame behind the graphics, effectively.
Mar 05 '10 at 02:33 PM
Brian Kehrer
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I have a similar situation. I have a sensitive bit of gameplay code that needs to: run logic tick anims update physics Since animation seems to tick between update and lateUpdate, everything is golden under good conditions. I would like to move the logic to fixedUpdate (and eat the cost of updating animation) but I have no way to apply pre and post- anim logic in the fixed case. I've tried a few work arounds, but it gets really messy if these things are decoupled. Since LateFixedUpdate does not exist, has anyone really implemented a decent animation-dependent physics tick solution? My current work around goes like this: Late Update (post anim) Set target bones based on terrain following Update IK //now it will look right Fixed Update: state logic, physics, blah SAMPLE (reset the animation back to before I messed with it) //now it will physics right Terrain Following I forgot that Sample was an immediate mode access into the animation. All sorted
Feb 08 '11 at 06:11 PM
Burke
that looked better with my formatting
Feb 08 '11 at 06:11 PM
Burke
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