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This commit fixes the issue where if the games refresh rate is longer than the fixed timestep configured in the engine, when there is more than 1 fixed update within an update, the interpolation struct would hold the same position twice, making interpolation useless. The way you fix this issue is that you put the systems that are in charge of updating the interpolation struct in the
FixedUpdate
schedule and you constantly keep the struct updated on the 2 latest positions. You then have to put the system that is in charge of interpolation in thePostUpdate
schedule, because we want interpolated position within the current fixed update and the next fixed update.