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move_and_slide in _physics_process + Camera2D == stutter #24594
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Godot version? And no, physics methods needs to be used on physics process only, the issue with the camera is something else, related to interpolation, probably. |
Sorry, forgot to add the version, my bad. Latest alpha build (3.1) |
May be better to create a new issue but there are a couple of different issues about jittering/stuttering, on 2D mostly, check if you find something first. Also be detailed on your issue and add an example because some jittering is hardware dependant and hard to reproduce. |
I'll do! 👍 |
This issue needs a discussion, I guess its purely a documentation problem, but Im not sure.. |
@Chaosus maybe needs documentation to reduce frustration on some devs. But the main issue, about warning when using physics stuff when should not (like when using methods that only works on |
Could you provide an example project that reproduces the issue? The main problem is likely that |
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@girng one comment above yours @akien-mga said the exact opposite. (And docs say _physics_process, too: https://docs.godotengine.org/en/3.0/tutorials/physics/using_kinematic_body_2d.html?highlight=Move_and_slide#movement-and-collision) |
And @girng: you can always alter the physics FPS... |
With #24806, you can now set the |
I was working on a game and when I started doing some camera work I noticed that the camera did some weird shake/jitter when the character was moving it. After some googling (https://godotengine.org/qa/23021/move_and_slide-seems-to-have-a-bit-of-jitter) I found the answer to be that instead of placing the
move_and_slide()
into the_physics_process()
it has to be in the_process()
method.I think this should have its own warning on the debugger to avoid the googling and the guessing.
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