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Merge pull request #12252 from Calinou/particle-systems-2d-interpolation
Clarify lack of physics interpolation support with GPUParticles2D in 2D particle systems
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@@ -207,11 +207,33 @@ This setting can be used to set the particle system to render at a fixed
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FPS. For instance, changing the value to ``2`` will make the particles render
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FPS. For instance, changing the value to ``2`` will make the particles render
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at 2 frames per second. Note this does not slow down the particle system itself.
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at 2 frames per second. Note this does not slow down the particle system itself.
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Set this to ``0`` to make particles simulate every rendered frame. This can
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increase GPU requirements for complex particle setups, but ensures the particle
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simulation is as smooth as possible. For particles with collision enabled, this
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can also improve collision reliability.
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Interpolate
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~~~~~~~~~~~
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When enabled, the particle system will interpolate the position of particles
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between each fixed FPS tick (see above). This results in smoother visuals. Only
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particle motion is interpolated; scale and color curves are currently not
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interpolated.
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This property has no effect if :inspector:`Fixed FPS` is ``0``, as particles will be
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simulated every rendered frame.
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.. note::
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.. note::
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Godot 4.3 does not currently support physics interpolation for 2D particles.
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Godot currently does not support
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As a workaround, disable physics interpolation for the particles node by setting
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:ref:`physics interpolation <doc_physics_interpolation_introduction>`
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**Node > Physics Interpolation > Mode** at the bottom of the inspector.
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for GPUParticles2D. Note that physics interpolation should not be confused
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with the :inspector:`Interpolate` property on GPUParticles2D.
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As a workaround, disable physics interpolation for the particles node by
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setting :menu:`Node > Physics Interpolation > Mode` at the bottom of the
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inspector, or convert the node to CPUParticles2D which supports
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physics interpolation.
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Fract Delta
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Fract Delta
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~~~~~~~~~~~
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~~~~~~~~~~~
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