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Is this different to 3.5's physics interpolation? #36

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elvisish opened this issue Jul 8, 2023 · 4 comments
Open

Is this different to 3.5's physics interpolation? #36

elvisish opened this issue Jul 8, 2023 · 4 comments

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@elvisish
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elvisish commented Jul 8, 2023

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?

@Calinou
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Calinou commented Jul 8, 2023

if this addon does something different to the built-in physics interpolation in 3.5

Yes, they work differently internally. However, the end result should be identical.

If not, should they be used together?

No. You should use the add-on or the built-in interpolation, not both.

@elvisish
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elvisish commented Jul 8, 2023

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)?

@Calinou
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Calinou commented Jul 8, 2023

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).

@lawnjelly
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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.

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