# InterpolateBodies()

> Interpolates Rigidbodies in this PhysicsScene.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.3/script-reference/unityengine.md)
* **Assembly:** UnityEngine.PhysicsModule

```csharp
public void InterpolateBodies()
```

### Remarks

Interpolates all Rigidbodies in this [PhysicsScene](/engine/6000.3/script-reference/unityengine/physicsscene.md) with [Rigidbody.interpolation](/engine/6000.3/script-reference/unityengine/rigidbody/interpolation.md) set to either [RigidbodyInterpolation.Interpolate](/engine/6000.3/script-reference/unityengine/rigidbodyinterpolation/interpolate.md) or [RigidbodyInterpolation.Extrapolate](/engine/6000.3/script-reference/unityengine/rigidbodyinterpolation/extrapolate.md) with the current [Time.time](/engine/6000.3/script-reference/unityengine/time/time.md) value.

This method is called automatically for the default [PhysicsScene](/engine/6000.3/script-reference/unityengine/physicsscene.md) and therefore any manual calls on the [Physics.defaultPhysicsScene](/engine/6000.3/script-reference/unityengine/physics/defaultphysicsscene.md) will fail.

Additional Resources: [PhysicsScene.Simulate](/engine/6000.3/script-reference/unityengine/physicsscene/simulate.md), [PhysicsScene.ResetInterpolationPoses](/engine/6000.3/script-reference/unityengine/physicsscene/resetinterpolationposes.md).

```csharp
using UnityEngine;

public class SimpleSimulator : MonoBehaviour
{
    private PhysicsScene m_PhysicsScene;

    private void Update()
    {
        m_PhysicsScene.InterpolateBodies();
    }

    private void FixedUpdate()
    {
        m_PhysicsScene.ResetInterpolationPoses();
        m_PhysicsScene.Simulate(Time.fixedDeltaTime);
    }
}
```

Simulates and interpolates a non-default [PhysicsScene](/engine/6000.3/script-reference/unityengine/physicsscene.md).
