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fix: Lerp smoothing frame rate dependence and freeze at maximum interpolation - #4132

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fix: Lerp smoothing frame rate dependence and freeze at maximum interpolation#4132
NoelStephensUnity wants to merge 2 commits into
develop-3.x.xfrom
fix/interpolator-lerp-smoothing-framerate-up-port

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Purpose of this PR

This is an up-port of #4130
(see original PR for extended details)

Jira ticket

NA

Changelog

  • 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.
  • Fixed: 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.

Documentation

  • No documentation changes or additions were necessary.
  • Includes documentation for previously-undocumented public API entry points.
  • Includes edits to existing public API documentation.

Testing & QA (How your changes can be verified during release Playtest)

Functional Testing

Manual testing :

  • Manual testing done

Automated tests:

  • Covered by existing automated tests
  • Covered by new automated tests

Does the change require QA team to:

  • Review automated tests?
  • Execute manual tests?
  • Provide feedback about the PR?

Up-port

Not needed (this is an up-port).

Backports

Not needed.

…polation time

The lerp smoothing pass used by the Lerp and SmoothDampening interpolation
types applied a fixed factor of 1.0 minus the maximum interpolation time once
per frame, with no delta time. The wall clock smoothing rate therefore scaled
with the frame rate, so the same setting smoothed by different amounts on
different hardware. The factor is now raised to the number of 60fps reference
frames elapsed, which makes the rate a function of elapsed time. Results at
60fps are unchanged for every legal setting.

Separately, a maximum interpolation time of 1.0 (the upper bound of the
inspector range) produced a factor of exactly 0, so the interpolated value
never advanced and the transform stopped moving entirely on all three axes.
The retained portion is now clamped just below 1.0. This is an independent
defect, as raising 1.0 to any power is still 1.0.

The LegacyLerp path was already frame rate correct and is unchanged. The
documentation on the lerp smoothing fields described the LegacyLerp formula
for all interpolation types and has been corrected.
Adding PR number to change log entries.
@codecov-github-com

codecov-github-com Bot commented Aug 19, 2026

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Codecov Report

All modified and coverable lines are covered by tests ✅

@@                Coverage Diff                @@
##           develop-3.x.x    #4132      +/-   ##
=================================================
+ Coverage          78.01%   78.03%   +0.01%     
=================================================
  Files                153      153              
  Lines              26254    26258       +4     
=================================================
+ Hits               20483    20490       +7     
+ Misses              5771     5768       -3     
Flag Coverage Δ
NGOv2_project_testproject_ubuntu_pinnedTrunk 77.73% <100.00%> (?)

Flags with carried forward coverage won't be shown. Click here to find out more.

Files with missing lines Coverage Δ
...ponents/Interpolator/BufferedLinearInterpolator.cs 86.46% <100.00%> (+0.15%) ⬆️
...gameobjects/Runtime/Components/NetworkTransform.cs 88.42% <ø> (ø)

... and 1 file with indirect coverage changes

Components Coverage Δ
com.unity.netcode.gameobjects 78.03% <100.00%> (+0.01%) ⬆️

ℹ️ Need help interpreting these results?

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