Temporal anti aliasing

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Quick question regarding the temporal anti aliasing solution by setting a render transform as shown here.

Does it matter at what level the child with the mesh renderer is placed. For example, should this work?

GameObject
-> Some child
--> Child with mesh renderer

I'm asking because I get different results for my characters and NPC's (they are setup in a different way).

Comments

  • Anyone? I'm still have problems with micro stuttering, is there any special setup required when using bolt with rigidbodies? Should I turn on interpolation on the rigidbody, or is it required to switch the animator update mode to animate physics?