Clarify lack of physics interpolation support with GPUParticles2D in 2D particle systems

- Mention that physics interpolation is different from the Interpolate
  property available on GPUParticles2D.
This commit is contained in:
Hugo Locurcio
2026-08-07 00:10:01 +02:00
parent 9f2632a2de
commit e29dbd2deb

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