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Dec 19, 2016 at 20:58 answer added DMGregory timeline score: 2
Dec 19, 2016 at 20:48 comment added DMGregory I think this is clear, @Gnemlock. The question you link is moving a transform in Update with no compensation for deltaTime. This question is moving a rigidbody in FixedUpdate with compensation for deltaTime. The stutter in motion when using FixedUpdate without interpolation is a fairly common problem that's easy to reproduce.
Dec 19, 2016 at 20:45 history edited Gnemlock CC BY-SA 3.0
Corrected format of code
Dec 19, 2016 at 20:43 comment added Gnemlock @fnTASY, if it is different, you need to explain how. All you ask for is "smooth movement", it is still very unclear what you actually mean (thus the downvote)
Dec 19, 2016 at 10:39 answer added PhannGor timeline score: 0
Dec 16, 2016 at 3:50 comment added Krythic Can you define "feel"?
Dec 16, 2016 at 2:39 comment added Vaillancourt You should upload an animated gif of the result to stack's imgur so that we see what you mean.
Dec 16, 2016 at 1:33 history edited fnTASY CC BY-SA 3.0
added 119 characters in body
Dec 16, 2016 at 1:33 review Close votes
Dec 20, 2016 at 13:39
Dec 16, 2016 at 1:31 comment added fnTASY @Gnemlock No, It's different
Dec 16, 2016 at 1:14 comment added Gnemlock Possible duplicate of Smoother object movement in Unity?
Dec 15, 2016 at 23:48 review First posts
Dec 16, 2016 at 2:39
Dec 15, 2016 at 23:46 history asked fnTASY CC BY-SA 3.0