Reparenting RigidBody2D with physics interpolation enabled causes ghosting #96663 commented on Feb 14, 2025 • 0 new comments [TRACKER] 4.x OpenGL Compatibility renderer issues #66458 commented on Feb 14, 2025 • 0 new comments Saving custom resources using the ResourceSaver.FLAG_BUNDLE...
Is there a reason why this should be core and not an add-on in the asset library? This is about improving the smoothness of physics interpolation, and ensuring everything the player sees is interpolated to avoid any visible jitter. cc@rburing...
This may be a root cause of another issue where if you move the character a very mild jitter happens when both monitor frequency as well as Physics TPS are same at 60, with Physics interpolation Enabled or Disabled (both cases) Also with jitter fix value set between 0.0 to 0.5 (all comb...
The environment (terrain, grass, houses) become a little bit blurry when moving horizontally, but seems perfect when moving vertically. I tried EVERYTHING, camera inside character, outside character, 3D physics interpolation, no interpolation, high/low fps, high/low tickrate, nothing fix this bug...
It's also worth mentioning that this probably won't help with smooth camera movement or alleviating jitter unless you're willing to implement a cocktail of features on top of it such as physics interpolation, custom camera logic, as well as a pixel buffer. I've tried everything I could ...
PhysicsDirectSpaceState3D.xml PhysicsDirectSpaceState3DExtension.xml PhysicsMaterial.xml PhysicsPointQueryParameters2D.xml PhysicsPointQueryParameters3D.xml PhysicsRayQueryParameters2D.xml PhysicsRayQueryParameters3D.xml PhysicsServer2D.xml PhysicsServer2DExtension.xml PhysicsServer2DManager.xml Physics...
I already tried making my own camera smoothing to fix it and it smoothed camera movement, but didn't fix this issue at all. Only fix is to change mouse mode. Also, enabling physics interpolation seems to make no difference. Steps to reproduce ...
There is no need for JitterFix (Project Settings->Physics->Common->Physics Jitter Fix) when using fixed timestep interpolation, indeed it may interfere with getting a good result. The addon now enforces this by settingEngine.set_physics_jitter_fixto 0 as smoothing nodes are created. ...
on_synchronized()func _physics_process(delta: float) -> void: if not is_multiplayer_authority(): interpolate_client(delta); return# Calculate ground height for camera controller if _ground_shapecast.get_collision_count() > 0: for collision_result in _ground_shapecast.collision_result: ...
See also [member physics/common/physics_ticks_per_second]. This setting can be overridden using the [code]--max-fps <fps>[/code] command line argument (including with a value of [code]0[/code] for unlimited framerate). [b]Note:[/b] This property is only read ...