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 ArticleAnswer 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
View ArticleAnswer 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 ArticleAnswer 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
View Article