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5 changes: 3 additions & 2 deletions doc/classes/ProjectSettings.xml
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Expand Up @@ -2383,9 +2383,10 @@
[b]Note:[/b] This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set [member Engine.max_physics_steps_per_frame] instead.
</member>
<member name="physics/common/physics_interpolation" type="bool" setter="" getter="" default="false">
If [code]true[/code], the renderer will interpolate the transforms of physics objects between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames. See also [member Node.physics_interpolation_mode] and [method Node.reset_physics_interpolation].
[b]Note:[/b] If [code]true[/code], the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code].
If [code]true[/code], the renderer will interpolate the transforms of objects (both physics and non-physics) between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames. See also [method Node.reset_physics_interpolation].
[b]Note:[/b] Although this is a global setting, finer control of individual branches of the [SceneTree] is possible using [member Node.physics_interpolation_mode].
[b]Note:[/b] This property is only read when the project starts. To toggle physics interpolation at runtime, set [member SceneTree.physics_interpolation] instead.
[b]Note:[/b] Property [member physics/common/physics_jitter_fix] is automatically disabled if [member physics/common/physics_interpolation] is set to [code]true[/code], as the two methods are incompatible.
</member>
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be good enough for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
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3 changes: 2 additions & 1 deletion doc/classes/SceneTree.xml
Original file line number Diff line number Diff line change
Expand Up @@ -266,8 +266,9 @@
- Depending on each node's [member Node.process_mode], their [method Node._process], [method Node._physics_process] and [method Node._input] callback methods may not called anymore.
</member>
<member name="physics_interpolation" type="bool" setter="set_physics_interpolation_enabled" getter="is_physics_interpolation_enabled" default="false">
If [code]true[/code], the renderer will interpolate the transforms of physics objects between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames.
If [code]true[/code], the renderer will interpolate the transforms of objects (both physics and non-physics) between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames.
The default value of this property is controlled by [member ProjectSettings.physics/common/physics_interpolation].
[b]Note:[/b] Although this is a global setting, finer control of individual branches of the [SceneTree] is possible using [member Node.physics_interpolation_mode].
</member>
<member name="quit_on_go_back" type="bool" setter="set_quit_on_go_back" getter="is_quit_on_go_back" default="true">
If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
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