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Question by Cyrus-T · May 23, 2016 at 10:20 AM · rigidbody2dvelocityinterpolate

Rigidbody2D with interpolation lags while moving by velocity, how to solve the problem?

I have created a new 2D project and I have a single sprite in the scene with a BoxCollider2D and a Rigidbody2D.with gravity scale set to 0. and the Rigidbody2D's interpolate is set to "interpolate". I attached the script below to t$$anonymous$$s game object:

 using UnityEngine;
 using System.Collections;
 
 public class TestGo : MonoBehaviour {
     void Start () {
         Rigidbody2D rb = GetComponent<Rigidbody2D>();
         rb.velocity = new Vector2(10, 0);
     }
 }

the problem is that when I click play,the game object moves with a constant velocity but it vibrates and lags from time to time,I expected with setting interpolation to "interpolate" the problem would be fixed,but it still remains :( Does any body know how shoud I fix t$$anonymous$$s?

FYI, I am using Unity 5.3.4p3 with a personal licence,and my target device is Android. tnx in advance.

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avatar image Mike-Geig ♦♦ · May 28, 2016 at 04:50 AM 0
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avatar image Cyrus-T Mike-Geig ♦♦ · Jun 01, 2016 at 07:50 AM 0
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avatar image Mike-Geig ♦♦ Cyrus-T · Jun 01, 2016 at 02:05 PM 0
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Answer by rng42 · May 23, 2016 at 05:29 PM

t$$anonymous$$s should work without lag.

      void Start () {
          Rigidbody2D rb = GetComponent<Rigidbody2D>();
      }
      void FixedUpdate() {
           rb.velocity = new Vector2(10, 0);
      }

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avatar image Cyrus-T · May 24, 2016 at 04:58 AM 0
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avatar image rng42 Cyrus-T · May 24, 2016 at 06:05 PM 0
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avatar image Cyrus-T rng42 · May 25, 2016 at 08:22 AM 0
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