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Physics Interpolation positions are incorrect when renderer set to MultiThreaded #59736
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I have a project here that using Physics Interpolation. I tested multiple settings and these are what I found:
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Ah that will be useful info thank you. 👍 I'm sure this will not be too tricky, I'm just trying to finish up some work on It could indeed be related to the |
You right, |
Remember that #52314 is not merged in |
Fixed by #60147. |
Godot version
3.5 beta 2, beta 3
System information
All
Issue description
Exhibits as the objects and Camera being rendered in incorrect positions.
Will add more info when I know more, but for now, recommend using the default safe single threaded renderer mode. This may be some assumption I've made about the order of operations and the interpolated lists are not getting flushed correctly / in order.
Steps to reproduce
Try 3D Platformer demo, set to low physics tick rate, turn physics interpolation on, switch to multithreaded renderer.
Minimal reproduction project
No response
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