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2 changes: 2 additions & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -29,6 +29,8 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Fixed

- Issue where lerp smoothing was applied per frame instead of over time, which caused the `Lerp` and `SmoothDampening` interpolation types to smooth by different amounts at different frame rates. Results at 60fps are unchanged. (#4132)
- Issue where setting a maximum interpolation time of 1.0 would stop a `NetworkTransform` from interpolating at all when using the `Lerp` or `SmoothDampening` interpolation types. (#4132)
- Issue with not being able to spawn initially disabled in-scene placed objects. (#4093)
- Issue with pre-instantiated network prefab instances being marked as in-scene placed. Now pre-instantiated network prefabs are dynamically spawned. (#4093)
- Issue where a user could spawn runtime created `NetworkObject` that has a GlobalObjectIdHash of zero. These are not valid instances and will no longer be allowed to spawn. (#4093)
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Original file line number Diff line number Diff line change
Expand Up @@ -209,12 +209,23 @@ public void Reset(T currentValue)
internal bool LerpSmoothEnabled;

/// <summary>
/// Determines how much smoothing will be applied to the 2nd lerp when using the <see cref="Update(float, double, double)"/> (i.e. lerping and not smooth dampening).
/// The frame rate that <see cref="MaximumInterpolationTime"/> is relative to when lerp smoothing.
/// </summary>
private const float k_LerpSmoothReferenceFrameRate = 60.0f;

/// <summary>
/// Keeps a <see cref="MaximumInterpolationTime"/> of 1.0f from retaining the entire delta each frame,
/// which would stop the value from ever advancing towards the target.
/// </summary>
private const float k_MaximumLerpSmoothRetention = 0.99f;

/// <summary>
/// Determines how much smoothing will be applied to the 2nd lerp.
/// </summary>
/// <remarks>
/// There's two factors affecting interpolation: <br />
/// - Buffering: Which can be adjusted in set in the <see cref="NetworkManager.NetworkTimeSystem"/>.<br />
/// - Interpolation time: The divisor applied to delta time where the quotient is used as the lerp time.
/// Higher values are smoother, lower values are more precise. The amount of smoothing applied is
/// frame rate independent.<br />
/// Buffering also affects interpolation and can be adjusted via <see cref="NetworkManager.NetworkTimeSystem"/>.
/// </remarks>
[Range(0.016f, 1.0f)]
public float MaximumInterpolationTime = 0.1f;
Expand Down Expand Up @@ -420,6 +431,22 @@ internal void ResetCurrentState()
}
}

/// <summary>
/// Calculates the frame rate independent lerp smoothing "t" for the current frame.
/// </summary>
/// <remarks>
/// Raising the retained portion to the number of reference frames elapsed makes the smoothing rate
/// a function of elapsed time rather than of how often this is called.
/// </remarks>
/// <param name="deltaTime">The last frame time.</param>
/// <returns>The lerp smoothing time to apply for this frame.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private float GetLerpSmoothTime(float deltaTime)
{
var retained = Mathf.Clamp(MaximumInterpolationTime, 0.0f, k_MaximumLerpSmoothRetention);
return 1.0f - Mathf.Pow(retained, deltaTime * k_LerpSmoothReferenceFrameRate);
}

/// <summary>
/// Interpolation Update to use when smooth dampening is enabled on a <see cref="Components.NetworkTransform"/>.
/// </summary>
Expand Down Expand Up @@ -459,7 +486,7 @@ internal T Update(float deltaTime, double tickLatencyAsTime, double minDeltaTime
if (LerpSmoothEnabled)
{
// Apply the smooth lerp to the target to help smooth the final value.
InterpolateState.CurrentValue = Interpolate(InterpolateState.CurrentValue, InterpolateState.NextValue, Mathf.Clamp(1.0f - MaximumInterpolationTime, 0.0f, 1.0f));
InterpolateState.CurrentValue = Interpolate(InterpolateState.CurrentValue, InterpolateState.NextValue, GetLerpSmoothTime(deltaTime));
}
else
{
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Original file line number Diff line number Diff line change
Expand Up @@ -1136,7 +1136,7 @@ public enum InterpolationTypes
/// Uses a 1 to 2 phase interpolation approach where:<br />
/// <list type="bullet">
/// <item><description>The first phase lerps from the previous state update value to the next state update value.</description></item>
/// <item><description>The second phase (optional) performs lerp smoothing where the current respective transform value is lerped towards the result of the first phase at a rate of 1.0 minus the respective maximum interpolation time.</description></item>
/// <item><description>The second phase (optional) performs lerp smoothing where the current respective transform value is lerped towards the result of the first phase at a frame rate independent rate determined by the respective maximum interpolation time.</description></item>
/// </list>
/// </summary>
/// <remarks>
Expand All @@ -1156,7 +1156,7 @@ public enum InterpolationTypes
/// Uses a 1 to 2 phase smooth dampening approach where:<br />
/// <list type="bullet">
/// <item><description>The first phase smooth dampens towards the current tick state update being processed by the accumulated delta time relative to the time to target.</description></item>
/// <item><description>The second phase (optional) performs lerp smoothing where the current respective transform value is lerped towards the result of the first phase at a rate of delta time divided by the respective max interpolation time.</description></item>
/// <item><description>The second phase (optional) performs lerp smoothing where the current respective transform value is lerped towards the result of the first phase at a frame rate independent rate determined by the respective maximum interpolation time.</description></item>
/// </list>
/// </summary>
/// <remarks>
Expand Down Expand Up @@ -1236,7 +1236,10 @@ public enum InterpolationTypes
/// Controls position interpolation smoothing.
/// </summary>
/// <remarks>
/// When enabled, the <see cref="BufferedLinearInterpolator{T}"/> will apply a final lerping pass where the "t" parameter is calculated by dividing the frame time divided by the <see cref="PositionMaxInterpolationTime"/>.
/// When enabled, the <see cref="BufferedLinearInterpolator{T}"/> will apply a final lerping pass towards
/// the interpolated result at a rate determined by <see cref="PositionMaxInterpolationTime"/>.<br />
/// This is frame rate independent for all <see cref="InterpolationTypes"/>, but the same value will not

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P2

This guarantee is not true for LegacyLerp: UpdateInterpolation continues to route that mode to the three-argument legacy overload, whose final smoothing factor remains deltaTime / MaximumInterpolationTime. Repeated application of that factor produces different convergence at different frame rates, whereas only the newer Lerp and SmoothDampening path uses the new retention formula. The same inaccurate sentence is repeated for rotation and scale. Limit the claim to the two updated modes (or make the legacy implementation time-independent if that compatibility change is intended), so users do not select LegacyLerp expecting frame-rate-invariant smoothing.

🤖 Helpful? 👍/👎

/// produce the same result under <see cref="InterpolationTypes.LegacyLerp"/> as it does under the others.
/// </remarks>
public bool PositionLerpSmoothing = true;
private bool m_PreviousPositionLerpSmoothing;
Expand All @@ -1257,7 +1260,10 @@ public enum InterpolationTypes
/// Controls rotation interpolation smoothing.
/// </summary>
/// <remarks>
/// When enabled, the <see cref="BufferedLinearInterpolator{T}"/> will apply a final lerping pass where the "t" parameter is calculated by dividing the frame time divided by the <see cref="RotationMaxInterpolationTime"/>.
/// When enabled, the <see cref="BufferedLinearInterpolator{T}"/> will apply a final lerping pass towards
/// the interpolated result at a rate determined by <see cref="RotationMaxInterpolationTime"/>.<br />
/// This is frame rate independent for all <see cref="InterpolationTypes"/>, but the same value will not
/// produce the same result under <see cref="InterpolationTypes.LegacyLerp"/> as it does under the others.
/// </remarks>
public bool RotationLerpSmoothing = true;
private bool m_PreviousRotationLerpSmoothing;
Expand All @@ -1278,7 +1284,10 @@ public enum InterpolationTypes
/// Controls scale interpolation smoothing.
/// </summary>
/// <remarks>
/// When enabled, the <see cref="BufferedLinearInterpolator{T}"/> will apply a final lerping pass where the "t" parameter is calculated by dividing the frame time divided by the <see cref="ScaleMaxInterpolationTime"/>.
/// When enabled, the <see cref="BufferedLinearInterpolator{T}"/> will apply a final lerping pass towards
/// the interpolated result at a rate determined by <see cref="ScaleMaxInterpolationTime"/>.<br />
/// This is frame rate independent for all <see cref="InterpolationTypes"/>, but the same value will not
/// produce the same result under <see cref="InterpolationTypes.LegacyLerp"/> as it does under the others.
/// </remarks>
public bool ScaleLerpSmoothing = true;
private bool m_PreviousScaleLerpSmoothing;
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82 changes: 82 additions & 0 deletions com.unity.netcode.gameobjects/Tests/Editor/InterpolatorTests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -301,5 +301,87 @@ public void TestDuplicatedValues()
Assert.That(interp, Is.EqualTo(2f));
// Since there is no extrapolation, the rest of this test was removed.
}

#region Lerp Smoothing

// Deliberately not round numbers, so exactly representable values cannot mask a defect.
private const double k_SmoothTickInterval = 1.0d / 30.0d;
private const int k_SmoothTickLatency = 2;
private const float k_SmoothStartValue = 3.17f;
private const float k_SmoothVelocity = 2.3f;
private const double k_SmoothMoveDuration = 1.53d;
private const double k_SmoothTotalDuration = 2.11d;

/// <summary>
/// Drives the lerp and smooth dampening interpolation path with lerp smoothing enabled, where an
/// authority moves at a constant velocity and then holds still while the non-authority renders at
/// <paramref name="frameDeltaTime"/>.
/// </summary>
/// <returns>The interpolated value once <see cref="k_SmoothTotalDuration"/> has elapsed.</returns>
private float RunLerpSmoothing(float maximumInterpolationTime, float frameDeltaTime, bool lerp)
{
var interpolator = new BufferedLinearInterpolatorFloat
{
MaximumInterpolationTime = maximumInterpolationTime,
LerpSmoothEnabled = true,
};
interpolator.ResetTo(k_SmoothStartValue, 0.0d);

var restValue = k_SmoothStartValue + (float)(k_SmoothVelocity * k_SmoothMoveDuration);
var maxDeltaTime = k_SmoothTickLatency * k_SmoothTickInterval;
var nextTick = 1;
var currentValue = k_SmoothStartValue;

for (var time = 0.0d; time < k_SmoothTotalDuration; time += frameDeltaTime)
{
// Deliver every state update whose send time has already passed.
while (nextTick * k_SmoothTickInterval <= time)
{
var sentTime = nextTick * k_SmoothTickInterval;
var sentValue = sentTime <= k_SmoothMoveDuration
? k_SmoothStartValue + (float)(k_SmoothVelocity * sentTime)
: restValue;
interpolator.AddMeasurement(sentValue, sentTime);
nextTick++;
}

currentValue = interpolator.Update(frameDeltaTime, time - maxDeltaTime, k_SmoothTickInterval, maxDeltaTime, lerp);
}

return currentValue;
}

/// <summary>
/// Lerp smoothing must still advance the value at 1.0f, the maximum legal value of the
/// <see cref="Components.NetworkTransform.PositionMaxInterpolationTime"/> family of fields.
/// </summary>
[Test]
public void LerpSmoothingDoesNotFreezeAtMaximumInterpolationTime([Values] bool lerp)
{
var result = RunLerpSmoothing(1.0f, 1.0f / 60.0f, lerp);

Assert.That(result, Is.GreaterThan(k_SmoothStartValue + 1.0f),
$"Interpolated value only advanced {result - k_SmoothStartValue} from {k_SmoothStartValue} over " +
$"{k_SmoothTotalDuration}s of authority motion. The maximum interpolation time froze the transform.");
}

/// <summary>
/// The rate at which lerp smoothing converges must not depend on the frame rate.
/// </summary>
[Test]
public void LerpSmoothingIsFrameRateIndependent()
{
// Heavier than the default, where the frame rate dependency is measurable.
const float maximumInterpolationTime = 0.87f;

var atThirtyFps = RunLerpSmoothing(maximumInterpolationTime, 1.0f / 30.0f, true);
var atTwoFortyFps = RunLerpSmoothing(maximumInterpolationTime, 1.0f / 240.0f, true);

Assert.That(atThirtyFps, Is.EqualTo(atTwoFortyFps).Within(0.01f),
$"The same elapsed time and interpolation settings produced {atThirtyFps} at 30fps but " +
$"{atTwoFortyFps} at 240fps. The smoothing rate is scaling with the frame rate.");
}

#endregion
}
}
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