Hi forum dwellers,
The problem is I have an animation driven character who is holding a non-animated object. The object has a collision shape which interacts with other objects in the game. At the end of OnUpdate() the object is manually moved so that it follows the animated character. However, the bone positions at this point are those prior to the added x seconds, so the object lags the animated character. At the very latest the object should be moved to the new position before collision physics is employed for the timeStep, but maybe this is just not possible?
protected override void OnUpdate(float timeStep)
{
AnimationState AniState.AddTime(x);
//bone positions here are from previous timeStep
}