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Issue ID




Kinematic Rigidbody with Interpolation enabled moves with latency after decreasing the framerate



Reproduction steps:
1. Open the attached project "";
2. Open the TestScene;
3. Observe the test scene, there is a single parent transform (the green cube) with 6 child rigidbodies.
4. Enter a play mode;
5. Try to change framerate in a descending way;

Expected results: The rigidbody should move along with the parent transform with frame-perfect motion and no latency.
Actual results: The rigidbody that is both Kinematic and set to Interpolate moves inconsistently and stutters more and more as the fixed delta time decreases.

Reproduced on: 5.5.3p3, 5.6.2p3, 2017.1.1p3, 2017.2.0f1, 2017.3.0b1.

Comments (3)

  1. keithBendLabs

    Jan 25, 2018 21:18

    I believe I have also been running into this same issue while working on an interaction system for the VR gloves from Bend Labs.

  2. nbensonleap

    Jan 25, 2018 18:57

    Woops, I meant still occurring in 2018.1 beta*.

  3. nbensonleap

    Jan 25, 2018 18:51

    Still occurring in 2017.3 beta.

    This issue is preventing our physics middleware, the Interaction Engine, from having full support for interpolating rigidbodies, e.g. grasped by hands in VR, or for Rigidbody-based button interfaces.

    Our first ticket for this issue was in September:

    Another issue we encountered is also caused by this bug since it prevents us from supporting Rigidbody interpolation:

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