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Answer by EZhurst

Interpolation is when the Rigidbody is smoothed between two positions in the world, one being the previous position of the object, and the other being the new position. Extrapolation is very similar,...

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Answer by EZhurst

alright, this seems to work { public bool slowMo; void Update() { Debug.Log (transform.eulerAngles.z); Debug.Log (slowMo); if (transform.eulerAngles.z >= 210 || transform.eulerAngles.z

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Answer by EZhurst

Interpolation is when the Rigidbody is smoothed between two positions in the world, one being the previous position of the object, and the other being the new position. Extrapolation is very similar,...

View Article

Answer by EZhurst

alright, this seems to work { public bool slowMo; void Update() { Debug.Log (transform.eulerAngles.z); Debug.Log (slowMo); if (transform.eulerAngles.z >= 210 || transform.eulerAngles.z

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