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Update Optimization using Servers for Godot 4
- Add information on the behavior of physics interpolation when using servers in 2D/3D (this also affects debug visualizations).
This commit is contained in:
@@ -1,86 +1,96 @@
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:article_outdated: True
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.. _doc_using_servers:
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Optimization using Servers
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==========================
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Engines like Godot provide increased ease of use thanks to their high-level constructs and features.
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Most of them are accessed and used via the :ref:`Scene System<doc_scene_tree>`. Using nodes and
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resources simplifies project organization and asset management in complex games.
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Engines like Godot provide increased ease of use thanks to their high-level
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constructs and features. Most of them are accessed and used via the
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:ref:`scene system <doc_scene_tree>`. Using nodes and resources simplifies
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project organization and asset management in complex games.
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There are, of course, always drawbacks:
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There are several drawbacks to this:
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* There is an extra layer of complexity.
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* Performance is lower than when using simple APIs directly.
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* It is not possible to use multiple threads to control them.
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* More memory is needed.
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- There is an extra layer of complexity.
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- Performance is lower than when using simple APIs directly.
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- It is not possible to :ref:`use multiple threads <doc_using_multiple_threads>`
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to control them.
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- More memory is needed.
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In many cases, this is not really a problem (Godot is very optimized, and most operations are handled
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with signals, so no polling is required). Still, sometimes it can be. For example, dealing with
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tens of thousands of instances for something that needs to be processed every frame can be a bottleneck.
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In most cases, this is not really a problem. Godot is well-optimized, and most
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operations are handled with signals, which means no polling is required. Still,
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sometimes, we want to extract better performance from the hardware when other
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avenues of optimization have been exhausted. For example, dealing with tens of
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thousands of instances for something that needs to be processed every frame can
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be a bottleneck.
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This type of situation makes programmers regret they are using a game engine and wish they could go
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back to a more handcrafted, low-level implementation of game code.
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This type of situation makes programmers regret they are using a game engine and
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wish they could go back to a more handcrafted, low-level implementation of game
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code.
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Still, Godot is designed to work around this problem.
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.. seealso::
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You can see how using low-level servers works in action using the
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`Bullet Shower demo project <https://github.com/godotengine/godot-demo-projects/tree/master/2d/bullet_shower>`__
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`Bullet Shower demo project <https://github.com/godotengine/godot-demo-projects/tree/master/2d/bullet_shower>`__.
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Servers
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-------
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One of the most interesting design decisions for Godot is the fact that the whole scene system is
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*optional*. While it is not currently possible to compile it out, it can be completely bypassed.
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One of the most interesting design decisions for Godot is the fact that the
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whole scene system is *optional*. While it is not possible to compile it out, it
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can be completely bypassed.
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At the core, Godot uses the concept of Servers. They are very low-level APIs to control
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rendering, physics, sound, etc. The scene system is built on top of them and uses them directly.
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The most common servers are:
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At the core, Godot uses the concept of Servers. They are low-level APIs to
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control rendering, physics, sound, etc. The scene system is built on top of them
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and uses them directly. The most common servers are:
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* :ref:`RenderingServer <class_RenderingServer>`: handles everything related to graphics.
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* :ref:`PhysicsServer3D <class_PhysicsServer3D>`: handles everything related to 3D physics.
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* :ref:`PhysicsServer2D <class_PhysicsServer2D>`: handles everything related to 2D physics.
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* :ref:`AudioServer <class_AudioServer>`: handles everything related to audio.
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* :ref:`class_RenderingServer`: Handles everything related to graphics.
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* :ref:`class_PhysicsServer3D`: Handles everything related to 3D physics.
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* :ref:`class_PhysicsServer2D`: Handles everything related to 2D physics.
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* :ref:`class_AudioServer`: Handles everything related to audio.
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Explore their APIs and you will realize that all the functions provided are low-level
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implementations of everything Godot allows you to do.
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Explore their APIs, and you will realize that all the functions provided are
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low-level implementations of everything Godot allows you to do using nodes.
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RIDs
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----
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The key to using servers is understanding Resource ID (:ref:`RID <class_RID>`) objects. These are opaque
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handles to the server implementation. They are allocated and freed manually. Almost every
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function in the servers requires RIDs to access the actual resource.
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The key to using servers is understanding Resource ID (:ref:`RID <class_RID>`)
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objects. These are opaque handles to the server implementation. They are
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allocated and freed manually. Almost every function in the servers requires RIDs
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to access the actual resource.
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Most Godot nodes and resources contain these RIDs from the servers internally, and they can
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be obtained with different functions. In fact, anything that inherits :ref:`Resource <class_Resource>`
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can be directly casted to an RID. Not all resources contain an RID, though: in such cases, the RID will be empty. The resource can then be passed to server APIs as an RID.
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Most Godot nodes and resources contain these RIDs from the servers internally,
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and they can be obtained with different functions. In fact, anything that
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inherits :ref:`Resource <class_Resource>` can be directly casted to an RID. Not
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all resources contain an RID, though: in such cases, the RID will be empty. The
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resource can then be passed to server APIs as an RID.
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.. Warning:: Resources are reference-counted (see :ref:`RefCounted <class_RefCounted>`), and
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references to a resource's RID are *not* counted when determining whether
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the resource is still in use. Make sure to keep a reference to the resource
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outside the server, or else both it and its RID will be erased.
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.. warning::
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Resources are reference-counted (see :ref:`RefCounted <class_RefCounted>`),
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and references to a resource's RID are *not* counted when determining whether
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the resource is still in use. Make sure to **keep a reference** to the resource
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outside the server. Otherwise, both the resource and its RID will be erased.
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For nodes, there are many functions available:
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* For CanvasItem, the :ref:`CanvasItem.get_canvas_item() <class_CanvasItem_method_get_canvas_item>`
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- For CanvasItem, the :ref:`CanvasItem.get_canvas_item() <class_CanvasItem_method_get_canvas_item>`
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method will return the canvas item RID in the server.
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* For CanvasLayer, the :ref:`CanvasLayer.get_canvas() <class_CanvasLayer_method_get_canvas>`
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- For CanvasLayer, the :ref:`CanvasLayer.get_canvas() <class_CanvasLayer_method_get_canvas>`
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method will return the canvas RID in the server.
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* For Viewport, the :ref:`Viewport.get_viewport_rid() <class_Viewport_method_get_viewport_rid>`
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- For Viewport, the :ref:`Viewport.get_viewport_rid() <class_Viewport_method_get_viewport_rid>`
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method will return the viewport RID in the server.
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* For 3D, the :ref:`World3D <class_World3D>` resource (obtainable in the :ref:`Viewport <class_Viewport>`
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and :ref:`Node3D <class_Node3D>` nodes)
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- For 2D, the :ref:`class_World2D` resource (obtainable in the :ref:`class_Viewport`
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and :ref:`CanvasItem <class_CanvasItem>` nodes)
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contains functions to get the *RenderingServer Canvas*, and the *PhysicsServer2D Space*. This
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allows creating 2D objects directly with the server API and using them.
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- For 3D, the :ref:`class_World3D` resource (obtainable in the :ref:`class_Viewport`
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and :ref:`class_Node3D` nodes)
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contains functions to get the *RenderingServer Scenario*, and the *PhysicsServer Space*. This
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allows creating 3D objects directly with the server API and using them.
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* For 2D, the :ref:`World2D <class_World2D>` resource (obtainable in the :ref:`Viewport <class_Viewport>`
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and :ref:`CanvasItem <class_CanvasItem>` nodes)
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contains functions to get the *RenderingServer Canvas*, and the *Physics2DServer Space*. This
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allows creating 2D objects directly with the server API and using them.
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* The :ref:`VisualInstance3D<class_VisualInstance3D>` class, allows getting the scenario *instance* and
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- The :ref:`class_VisualInstance3D` class, allows getting the scenario *instance* and
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*instance base* via the :ref:`VisualInstance3D.get_instance() <class_VisualInstance3D_method_get_instance>`
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and :ref:`VisualInstance3D.get_base() <class_VisualInstance3D_method_get_base>` respectively.
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@@ -93,12 +103,17 @@ Creating a sprite
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-----------------
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This is an example of how to create a sprite from code and move it using the low-level
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:ref:`CanvasItem <class_CanvasItem>` API.
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:ref:`class_CanvasItem` API.
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.. note:: When creating canvas items using the RenderingServer, you should reset physics
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interpolation on the first frame using
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:ref:`RenderingServer.canvas_item_reset_physics_interpolation() <class_RenderingServer_method_canvas_item_reset_physics_interpolation>`.
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This ensures proper synchronization between the rendering and physics systems.
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.. note::
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When creating canvas items using the RenderingServer, you should reset physics
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interpolation on the first frame using
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:ref:`RenderingServer.canvas_item_reset_physics_interpolation() <class_RenderingServer_method_canvas_item_reset_physics_interpolation>`.
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This ensures proper synchronization between the rendering and physics systems.
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If this is not done, the canvas item may appear to teleport in when the
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scene is loaded, rather than appearing directly at its intended location.
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -116,13 +131,15 @@ This is an example of how to create a sprite from code and move it using the low
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# Make this node the parent.
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RenderingServer.canvas_item_set_parent(ci_rid, get_canvas_item())
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# Draw a texture on it.
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# Remember, keep this reference.
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# Remember to keep this reference.
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texture = load("res://my_texture.png")
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# Add it, centered.
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RenderingServer.canvas_item_add_texture_rect(ci_rid, Rect2(-texture.get_size() / 2, texture.get_size()), texture)
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# Add the item, rotated 45 degrees and translated.
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var xform = Transform2D().rotated(deg_to_rad(45)).translated(Vector2(20, 30))
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RenderingServer.canvas_item_set_transform(ci_rid, xform)
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# Reset physics interpolation for this item.
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RenderingServer.canvas_item_reset_physics_interpolation(ci_rid)
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.. code-tab:: csharp
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@@ -138,19 +155,22 @@ This is an example of how to create a sprite from code and move it using the low
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// Make this node the parent.
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RenderingServer.CanvasItemSetParent(ciRid, GetCanvasItem());
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// Draw a texture on it.
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// Remember, keep this reference.
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_texture = ResourceLoader.Load<Texture2D>("res://MyTexture.png");
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// Remember to keep this reference.
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_texture = ResourceLoader.Load<Texture2D>("res://my_texture.png");
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// Add it, centered.
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RenderingServer.CanvasItemAddTextureRect(ciRid, new Rect2(-_texture.GetSize() / 2, _texture.GetSize()), _texture.GetRid());
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// Add the item, rotated 45 degrees and translated.
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Transform2D xform = Transform2D.Identity.Rotated(Mathf.DegToRad(45)).Translated(new Vector2(20, 30));
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RenderingServer.CanvasItemSetTransform(ciRid, xform);
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// Reset physics interpolation for this item.
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RenderingServer.CanvasItemResetPhysicsInterpolation(ciRid);
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}
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}
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The Canvas Item API in the server allows you to add draw primitives to it. Once added, they can't be modified.
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The Item needs to be cleared and the primitives re-added (this is not the case for setting the transform,
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which can be done as many times as desired).
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The Canvas Item API in the server allows you to add draw primitives to it. Once
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added, they can't be modified. The Item needs to be cleared and the primitives
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re-added. This is not the case for setting the transform, which can be done as
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many times as desired.
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Primitives are cleared this way:
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@@ -182,16 +202,16 @@ The 3D APIs are different from the 2D ones, so the instantiation API must be use
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func _ready():
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# Create a visual instance (for 3D).
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var instance = RenderingServer.instance_create()
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# Set the scenario from the world, this ensures it
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# Set the scenario from the world. This ensures it
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# appears with the same objects as the scene.
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var scenario = get_world_3d().scenario
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RenderingServer.instance_set_scenario(instance, scenario)
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# Add a mesh to it.
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# Remember, keep the reference.
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mesh = load("res://mymesh.obj")
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# Remember to keep this reference.
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mesh = load("res://my_mesh.obj")
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RenderingServer.instance_set_base(instance, mesh)
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# Move the mesh around.
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var xform = Transform3D(Basis(), Vector3(20, 100, 0))
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var xform = Transform3D(Basis(), Vector3(2, 3, 0))
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RenderingServer.instance_set_transform(instance, xform)
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.. code-tab:: csharp
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@@ -205,16 +225,16 @@ The 3D APIs are different from the 2D ones, so the instantiation API must be use
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{
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// Create a visual instance (for 3D).
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Rid instance = RenderingServer.InstanceCreate();
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// Set the scenario from the world, this ensures it
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// Set the scenario from the world. This ensures it
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// appears with the same objects as the scene.
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Rid scenario = GetWorld3D().Scenario;
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RenderingServer.InstanceSetScenario(instance, scenario);
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// Add a mesh to it.
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// Remember, keep the reference.
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_mesh = ResourceLoader.Load<Mesh>("res://MyMesh.obj");
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// Remember to keep this reference.
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_mesh = ResourceLoader.Load<Mesh>("res://my_mesh.obj");
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RenderingServer.InstanceSetBase(instance, _mesh.GetRid());
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// Move the mesh around.
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Transform3D xform = new Transform3D(Basis.Identity, new Vector3(20, 100, 0));
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Transform3D xform = new Transform3D(Basis.Identity, new Vector3(2, 3, 0));
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RenderingServer.InstanceSetTransform(instance, xform);
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}
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}
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@@ -222,40 +242,46 @@ The 3D APIs are different from the 2D ones, so the instantiation API must be use
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Creating a 2D RigidBody and moving a sprite with it
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---------------------------------------------------
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This creates a :ref:`RigidBody2D <class_RigidBody2D>` using the :ref:`PhysicsServer2D <class_PhysicsServer2D>` API,
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and moves a :ref:`CanvasItem <class_CanvasItem>` when the body moves.
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This creates a :ref:`class_RigidBody2D` using the :ref:`class_PhysicsServer2D` API,
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and moves a :ref:`class_CanvasItem` when the body moves.
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.. tabs::
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.. code-tab:: gdscript GDScript
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# Physics2DServer expects references to be kept around.
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# PhysicsServer2D expects references to be kept around.
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var body
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var shape
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func _body_moved(state, index):
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# Created your own canvas item, use it here.
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RenderingServer.canvas_item_set_transform(canvas_item, state.transform)
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# Created your own canvas item; use it here.
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# `ci_rid` from the sprite example above needs to be moved to a
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# member variable (instead of within `_ready()`) so it can be referenced here.
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RenderingServer.canvas_item_set_transform(ci_rid, state.transform)
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func _ready():
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# Create the body.
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body = Physics2DServer.body_create()
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Physics2DServer.body_set_mode(body, Physics2DServer.BODY_MODE_RIGID)
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body = PhysicsServer2D.body_create()
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PhysicsServer2D.body_set_mode(body, PhysicsServer2D.BODY_MODE_RIGID)
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# Add a shape.
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shape = Physics2DServer.rectangle_shape_create()
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shape = PhysicsServer2D.rectangle_shape_create()
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# Set rectangle extents.
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Physics2DServer.shape_set_data(shape, Vector2(10, 10))
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PhysicsServer2D.shape_set_data(shape, Vector2(10, 10))
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# Make sure to keep the shape reference!
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Physics2DServer.body_add_shape(body, shape)
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PhysicsServer2D.body_add_shape(body, shape)
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# Set space, so it collides in the same space as current scene.
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Physics2DServer.body_set_space(body, get_world_2d().space)
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PhysicsServer2D.body_set_space(body, get_world_2d().space)
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# Move initial position.
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Physics2DServer.body_set_state(body, Physics2DServer.BODY_STATE_TRANSFORM, Transform2D(0, Vector2(10, 20)))
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PhysicsServer2D.body_set_state(body, PhysicsServer2D.BODY_STATE_TRANSFORM, Transform2D(0, Vector2(10, 20)))
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# Add the transform callback, when body moves
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# The last parameter is optional, can be used as index
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# if you have many bodies and a single callback.
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Physics2DServer.body_set_force_integration_callback(body, self, "_body_moved", 0)
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PhysicsServer2D.body_set_force_integration_callback(body, self, "_body_moved", 0)
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# Also create a sprite using RenderingServer here.
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# See the section above on creating a sprite.
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# ...
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.. code-tab:: csharp
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@@ -267,6 +293,9 @@ and moves a :ref:`CanvasItem <class_CanvasItem>` when the body moves.
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private void BodyMoved(PhysicsDirectBodyState2D state, int index)
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{
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// Created your own canvas item; use it here.
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// `ciRid` from the sprite example above needs to be moved to a
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// member variable (instead of within `_Ready()`) so it can be referenced here.
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RenderingServer.CanvasItemSetTransform(_canvasItem, state.Transform);
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}
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@@ -289,20 +318,27 @@ and moves a :ref:`CanvasItem <class_CanvasItem>` when the body moves.
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// The last parameter is optional, can be used as index
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// if you have many bodies and a single callback.
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PhysicsServer2D.BodySetForceIntegrationCallback(body, new Callable(this, MethodName.BodyMoved), 0);
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// Also create a sprite using RenderingServer here.
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// See the section above on creating a sprite.
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// ...
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}
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}
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The 3D version should be very similar, as 2D and 3D physics servers are identical (using
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:ref:`RigidBody3D <class_RigidBody3D>` and :ref:`PhysicsServer3D <class_PhysicsServer3D>` respectively).
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The 3D version should be very similar, as the 2D and 3D physics servers are
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identical (using :ref:`class_RigidBody3D` and :ref:`class_PhysicsServer3D`
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respectively).
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Getting data from the servers
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||||
-----------------------------
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Try to **never** request any information from ``RenderingServer``, ``PhysicsServer2D`` or ``PhysicsServer3D``
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by calling functions unless you know what you are doing. These servers will often run asynchronously
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for performance and calling any function that returns a value will stall them and force them to process
|
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anything pending until the function is actually called. This will severely decrease performance if you
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call them every frame (and it won't be obvious why).
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Try to **never** request any information from :ref:`class_RenderingServer`,
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:ref:`class_PhysicsServer2D`, or :ref:`class_PhysicsServer3D` by calling
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||||
functions unless you know what you are doing. These servers will often run
|
||||
asynchronously for performance and calling any function that returns a value
|
||||
will stall them and force them to process anything pending until the function is
|
||||
actually called. This will severely decrease performance if you call them every
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frame (and it won't be obvious why).
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||||
|
||||
Because of this, most APIs in such servers are designed so it's not even possible to request information
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back, until it's actual data that can be saved.
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@@ -66,4 +66,10 @@ Other
|
||||
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||||
- ``get_global_transform_interpolated()`` is currently only available for 3D.
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- ``MultiMeshes`` are supported in both 2D and 3D.
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- Physics interpolation in 2D is implemented on the server side, which means it's
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||||
effective on physics bodies created using :ref:`low-level servers <doc_using_servers>`.
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||||
In contrast, physics interpolation in 3D is implemented on the scene side.
|
||||
This means it does not affect physics bodies created using servers. These must be
|
||||
interpolated manually instead. See the
|
||||
`pull request description <https://github.com/godotengine/godot/pull/104269>`__
|
||||
for the rationale on this design decision.
|
||||
|
||||
@@ -10,5 +10,5 @@ Quick start guide
|
||||
move nodes).
|
||||
- Be sure to call :ref:`Node.reset_physics_interpolation<class_Node_method_reset_physics_interpolation>`
|
||||
on nodes *after* you first position or teleport them, to prevent "streaking".
|
||||
- Temporarily try setting :ref:`Project Settings > Physics > Common > Physics Tick per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
|
||||
- Temporarily try setting :ref:`Project Settings > Physics > Common > Physics Ticks per Second<class_ProjectSettings_property_physics/common/physics_ticks_per_second>`
|
||||
to 10 to see the difference with and without interpolation.
|
||||
|
||||
@@ -84,7 +84,7 @@ As a rough guide:
|
||||
.. csv-table::
|
||||
:header: "Low tick rates (10-30)", "Medium tick rates (30-60)", "High tick rates (60+)"
|
||||
:widths: 20, 20, 20
|
||||
|
||||
|
||||
"Better CPU performance","Good physics behavior in complex scenes","Good with fast physics"
|
||||
"Add some delay to input","Good for first person games","Good for racing games"
|
||||
"Simple physics behaviour"
|
||||
@@ -154,3 +154,15 @@ The other great advantage to testing at a low tick rate is you can often notice
|
||||
other game systems that are synchronized to the physics tick and creating glitches
|
||||
which you may want to work around. Typical examples include setting animation blend
|
||||
values, which you may decide to set in ``_process()`` and interpolate manually.
|
||||
|
||||
.. note::
|
||||
|
||||
In 2D, the position of visible collision shapes shown by the
|
||||
:menu:`Debug > Visible Collision Shapes`
|
||||
option **will** take physics interpolation into account.
|
||||
|
||||
By contrast, in 3D, the position of visible collision shapes **will not**
|
||||
take physics interpolation into account. This means the visible collision
|
||||
shapes can appear to move less smoothly and appear slightly in front of the
|
||||
object's visual representation when the object is moving. This is not a bug,
|
||||
but a consequence of how physics interpolation is implemented in 3D.
|
||||
|
||||
Reference in New Issue
Block a user