Internal_Local-space rotation from the latest fixed step
Internal_Local-space position X from the latest fixed step
Internal_Local-space position Y from the latest fixed step
Internal_Whether snapshots have been initialized since (re)enabling
Internal_Local-space rotation from the previous fixed step
Internal_Local-space position X from the previous fixed step
Internal_Local-space position Y from the previous fixed step
Internal_Whether smoothing should be skipped at the next opportunity
OptionalactorWhether smoothing is turned off. The renderer falls back to Transform.
How render values are produced. interpolate blends between the last
two fixed steps (smooth, adds up to one fixed step of visual latency).
extrapolate projects the latest step forward using the rigid body
velocity (no added latency, may briefly overshoot on impacts).
extrapolate uses the world-space rigid body velocity against
local-space snapshots, so it is intended for root-level actors.
Render-facing local-space rotation, written by Interpolator
Render-facing local-space position X, written by Interpolator
Render-facing local-space position Y, written by Interpolator
Maximum distance in world units treated as continuous movement between
two fixed steps. Larger jumps snap instead of gliding. 0 disables
the automatic snap detection.
Staticcomponent
Component that smooths rendering of actors moved during fixed updates.
Interpolator keeps local-space snapshots of the actor's Transform around each fixed step and blends them into the render-facing
renderX/renderY/renderRotationvalues every render frame usingTime.alpha. The renderer prefers these values over the Transform.The Transform component always holds the authoritative simulation state. Interpolated values are only visible to the renderer and to consumers of InterpolatorAPI, so simulation code can never accidentally read a visually smoothed but physically incorrect position.
Example