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Is this different to 3.5's physics interpolation? #36
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Yes, they work differently internally. However, the end result should be identical.
No. You should use the add-on or the built-in interpolation, not both. |
Thanks, that's very helpful! I'm interested in when it would be preferable to use one solution over the other, or if it makes no difference (if the results are the same)? |
The built-in interpolation should be preferred for 3D. For 2D, you should keep using this add-on until Godot gets built-in 2D physics interpolation (which is being worked on). |
After 3.6 beta 4, core physics interpolation should ideally be used in preference to the addon as it should be faster and more accurate (it deals with pivots correctly). However I will maintain the addon for 3.x, for compatibility with earlier Godot versions and existing projects. Also there are some differences between the addon and core interpolation. |
Sorry this isn't an issue, but I've been wondering for a long time if this addon does something different to the built-in physics interpolation in 3.5? If not, should they be used together?
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