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Clarify behavior of Node.physics_interpolation_mode in the class reference
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doc/classes/Node.xml

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[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, remember to set the owner after calling [method add_child].
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</member>
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<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" enum="Node.PhysicsInterpolationMode" default="0">
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Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. See [member ProjectSettings.physics/common/physics_interpolation] and [member SceneTree.physics_interpolation] for the global setting.
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[b]Note:[/b] When teleporting a node to a distant position you should temporarily disable interpolation with [method Node.reset_physics_interpolation].
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The physics interpolation mode to use for this node. Only effective if [member ProjectSettings.physics/common/physics_interpolation] or [member SceneTree.physics_interpolation] is [code]true[/code].
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By default, nodes inherit the physics interpolation mode from their parent. This property can enable or disable physics interpolation individually for each node, regardless of their parents' physics interpolation mode.
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[b]Note:[/b] Some node types like [VehicleWheel3D] have physics interpolation disabled by default, as they rely on their own custom solution.
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[b]Note:[/b] When teleporting a node to a distant position, it's recommended to temporarily disable interpolation with [method Node.reset_physics_interpolation] [i]after[/i] moving the node. This avoids creating a visual streak between the old and new positions.
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</member>
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<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
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The node's processing behavior. To check if the node can process in its current mode, use [method can_process].

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