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:
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.
give LateUpdate a shot: http://unity3d.com/support/documentation/ScriptReference/MonoBehaviour.LateUpdate.html
answered Dec 20 '09 at 10:46 PM
Lucas Meijer 1 ♦♦
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?
answered Feb 08 '11 at 06:43 AM