Physics Interpolation - refactor client interpolation pump
* Move client interpolation pump to earlier in the iteration before 3D physics synced * Allow `get_global_transform_interpolated()` to prime the client interpolation inside a physics tick
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@ -24,6 +24,7 @@
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<description>
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When using physics interpolation, there will be circumstances in which you want to know the interpolated (displayed) transform of a node rather than the standard transform (which may only be accurate to the most recent physics tick).
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This is particularly important for frame-based operations that take place in [method Node._process], rather than [method Node._physics_process]. Examples include [Camera]s focusing on a node, or finding where to fire lasers from on a frame rather than physics tick.
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[b]Note:[/b] This function creates an interpolation pump on the [Spatial] the first time it is called, which can respond to physics interpolation resets. If you get problems with "streaking" when initially following a [Spatial], be sure to call [method get_global_transform_interpolated] at least once [i]before[/i] resetting the [Spatial] physics interpolation.
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</description>
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</method>
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<method name="get_parent_spatial" qualifiers="const">
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