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Close外挿補間を行います。現在の速度に基づいて計算されます
If you have fast moving objects this can lead to rigidbodies passing through colliders for one frame and then snapping back. See Also: Rigidbody.interpolation 変数
rigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Example() { rigidbody.interpolation = RigidbodyInterpolation.Extrapolate; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Example() as void: rigidbody.interpolation = RigidbodyInterpolation.Extrapolate