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2D 與 3D 物理插值
一般來說,2D 與 3D 的物理插值原理相似。不過兩者還是有幾點差異,以下將說明。
2D 粒子
目前 2D 物理插值僅支援 CPUParticles2D。建議將物理更新率設為每秒 20~30 次以上,才能讓粒子效果保持流暢。
Particles2D``(GPU 粒子)目前尚未支援插值,因此建議暫時先轉換為 ``CPUParticles2D 使用(但請備份原始的 Particles2D,以利未來支援時回復)。
其他
get_global_transform_interpolated()目前僅支援 3D。MultiMeshes同時支援 2D 與 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.