

Ever notice that your Rigidbody object looks jittery when your camera follows it? Or that fast-moving objects appear to stutter even though the physics simulation seems fine?
This is usually caused by the way Unity updates physics vs. rendering frames. Rigidbody Interpolation is designed to solve this exact problem.
Interpolation tells Unity to smoothly update a Rigidbody’s position between physics updates so it matches the visual frame rate.
Physics updates happen in FixedUpdate(), which runs at a fixed timestep (default 0.02s). Rendering happens in Update(), which can run at 60, 120, or more frames per second. Without interpolation, the visual position can appear to jump between physics steps.
Selectable in the Rigidbody component under Interpolation:
Use it when:
Example:
Rigidbody rb = GetComponent<Rigidbody>(); rb.interpolation = RigidbodyInterpolation.Interpolate;
This ensures that the object moves smoothly between physics steps.
Extrapolate predicts where the Rigidbody will be at the next frame.
rb.interpolation = RigidbodyInterpolation.Extrapolate;
Imagine a camera following a player Rigidbody:
public class CameraFollow : MonoBehaviour
{
public Transform target;
public float smoothSpeed = 5f;
public Vector3 offset;
void LateUpdate()
{
Vector3 desiredPosition = target.position + offset;
Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed * Time.deltaTime);
transform.position = smoothedPosition;
}
}
If the Rigidbody uses interpolation, the target.position is smoother, resulting in a much cleaner camera motion.
By default, Rigidbody interpolation is set to None. Fast-moving or camera-followed objects will appear jittery.
Unnecessary. Static objects don’t move, so interpolation provides no benefit.
Interpolation smooths visually; extrapolation predicts. Use extrapolation only when you want predictive motion.
If your moving Rigidbody looks jittery or stutters when observed by a camera, enabling interpolation usually fixes it immediately.
Interpolation is a simple setting but can drastically improve perceived movement quality. Understanding when and how to use it ensures your physics-driven objects always look smooth.