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godot-website/collections/_release_4_5/entry-systems-physics-scenetree-3d-physics-interpolation.md
Adam Scott 5387797774 Godot 4.5 release page
Huge thanks to JohnVeness, AThousandShips, and Meorge for their
great help rewording my broken English.
2025-09-15 16:03:40 -04:00

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entry systems physics 0 2 scenetree-3d-physics-interpolation ``@[SceneTree](enginetype)`` 3D physics interpolation Frames grow on trees now We transplanted (or should we say "grafted"?) 3D physics interpolation to ``@[SceneTree](enginetype)``. [Introduced in Godot 4.4](/releases/4.4/#_3D-physics-interpolation), 3D physics interpolation is the concept of making physics-based movement appear fluid even if its running slower than the process frame-rate. We previously implemented that feature in the ``@[RenderingServer](enginetype)``, as the feature is mostly tied to drawing in-between states and it didnt require changing code handling ``@[Node](enginetype)``s. Unfortunately, this caused some issues. Namely, in practice, Godots built-in nodes—and custom nodes—often rely on ``@[Node3D](enginetype)`` transforms for their behavior. Due to technical and performance-related reasons, it proved impossible to query the ``@[RenderingServer](enginetype)`` for interpolated transforms. We had to move everything to ``@[SceneTree](enginetype)`` for 3D, where nodes reside. Not only has this fixed a number of issues, but it also makes everything conceptually easier for users and maintainers. Dont worry: whats awesome is the fact that we kept the existing user API even if a lot changed under the hood. So this change shouldnt break your project!
name github
lawnjelly lawnjelly
https://github.com/godotengine/godot/pull/104269