Timeline for Unity - SetLookAtPosition() - Body Jittering?
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
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| Aug 14, 2014 at 8:51 | comment | added | Selali Adobor | The yield note matters, but as I said, the main issue is with animations. | |
| Aug 14, 2014 at 7:56 | comment | added | user15805 | I'm sure we can branch out to even more such particular cases if we try :) I'll keep the yield thing in mind though. | |
| Aug 14, 2014 at 7:55 | comment | added | Selali Adobor | There's more to it than that though. Yields in co-routines won't ever have happened before Update is called no matter what execution order is in use and most importantly internal animation updates won't have either. LateUpdate is what should be used for this purpose. Update may appear to work, but will eventually lead to hard to track down bugs. | |
| Aug 14, 2014 at 7:51 | comment | added | user15805 | Yes, it won't affect Update being called before LateUpdate. But it won't allow scripts that update objects that are being looked at to update before the objects looking at them update. I did not say it is a good idea to rely on script execution order more than is needed, I merely mentioned the possibility. | |
| Aug 14, 2014 at 7:49 | comment | added | Selali Adobor | I don't understand what you mean. If you're referring to script order execution for the Update method, it won't affect whether Update is called before LateUpdate, it's only relative to other Update methods. And it's still not a good idea to rely on script order execution more than is needed, LateUpdate was specially made to handle this case, the docs say as much. | |
| Aug 14, 2014 at 7:43 | comment | added | user15805 | Note that if the scripts that look at things are set to execute after all others, this is not necessary. Good point though. | |
| Aug 14, 2014 at 4:13 | history | edited | Selali Adobor | CC BY-SA 3.0 | deleted 7 characters in body |
| Aug 14, 2014 at 3:27 | history | answered | Selali Adobor | CC BY-SA 3.0 |