Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Interpolação de física de 2D e 3D

Generally 2D and 3D physics interpolation work in very similar ways. However, there are a few differences, which will be described here.

2D Particles

Currently only CPUParticles2D are supported for physics interpolation in 2D. It is recommended to use a physics tick rate of at least 20-30 ticks per second to keep particles looking fluid.

Particles2D (GPU particles) are not yet interpolated, so for now it is recommended to convert to CPUParticles2D (but keep a backup of your Particles2D in case we get these working).

Outro

  • get_global_transform_interpolated() atualmente só está disponível em 3D.

  • MultiMeshes (Múltiplas Malhas) são suportadas em 2D e 3D.

  • Physics interpolation in 2D is implemented on the server side, which means it's effective on physics bodies created using low-level servers. In contrast, physics interpolation in 3D is implemented on the scene side. This means it does not affect physics bodies created using servers. These must be interpolated manually instead. See the pull request description for the rationale on this design decision.