diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 232fed5713f..c1083de9ecc 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2383,9 +2383,10 @@ [b]Note:[/b] This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set [member Engine.max_physics_steps_per_frame] instead. - If [code]true[/code], the renderer will interpolate the transforms of physics objects between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames. See also [member Node.physics_interpolation_mode] and [method Node.reset_physics_interpolation]. - [b]Note:[/b] If [code]true[/code], the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code]. + If [code]true[/code], the renderer will interpolate the transforms of objects (both physics and non-physics) between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames. See also [method Node.reset_physics_interpolation]. + [b]Note:[/b] Although this is a global setting, finer control of individual branches of the [SceneTree] is possible using [member Node.physics_interpolation_mode]. [b]Note:[/b] This property is only read when the project starts. To toggle physics interpolation at runtime, set [member SceneTree.physics_interpolation] instead. + [b]Note:[/b] Property [member physics/common/physics_jitter_fix] is automatically disabled if [member physics/common/physics_interpolation] is set to [code]true[/code], as the two methods are incompatible. Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be good enough for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended. diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 9a31492d201..5ae21ad138d 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -266,8 +266,9 @@ - Depending on each node's [member Node.process_mode], their [method Node._process], [method Node._physics_process] and [method Node._input] callback methods may not called anymore. - If [code]true[/code], the renderer will interpolate the transforms of physics objects between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames. + If [code]true[/code], the renderer will interpolate the transforms of objects (both physics and non-physics) between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames. The default value of this property is controlled by [member ProjectSettings.physics/common/physics_interpolation]. + [b]Note:[/b] Although this is a global setting, finer control of individual branches of the [SceneTree] is possible using [member Node.physics_interpolation_mode]. If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).