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PhysicsInterpolationSystem

Defined in: physics/src/PhysicsInterpolationSystem.ts:20

Blends previous and current physics positions for smooth rendering.

Runs in LateUpdate (after Update, before Render) at priority 100. Only interpolates dynamic bodies — kinematic and static are user-controlled.

Iterates all scenes with physics contexts (including paused ones) so that a mid-frame pause doesn’t cause a visual pop. Paused scenes keep their frozen alpha, so the lerp writes the same value each frame until resumed.

  • System

new PhysicsInterpolationSystem(): PhysicsInterpolationSystem

PhysicsInterpolationSystem

System.constructor

protected context: EngineContext

Defined in: core/dist/index.d.ts:1016

Reference to the engine context, set on registration.

System.context


enabled: boolean

Defined in: core/dist/index.d.ts:1014

Whether this system is active.

System.enabled


readonly phase: LateUpdate = Phase.LateUpdate

Defined in: physics/src/PhysicsInterpolationSystem.ts:21

The phase this system runs in.

System.phase


readonly priority: 100 = 100

Defined in: physics/src/PhysicsInterpolationSystem.ts:22

Execution priority within the phase. Lower = earlier. Default: 0.

System.priority

_setContext(context): void

Defined in: core/dist/index.d.ts:1022

Internal

Set the engine context. Called by Engine during startup.

EngineContext

void

System._setContext


optional onRegister(context): void

Defined in: core/dist/index.d.ts:1026

Called once when the system is registered with the engine.

EngineContext

void

System.onRegister


optional onUnregister(): void

Defined in: core/dist/index.d.ts:1030

Called when the system is removed.

void

System.onUnregister


update(_dt): void

Defined in: physics/src/PhysicsInterpolationSystem.ts:27

Called every frame (or every fixed step for FixedUpdate).

number

void

System.update


protected use<T>(key): T

Defined in: core/dist/index.d.ts:1024

Resolve a service by key, cached after first lookup.

T

ServiceKey<T>

T

System.use