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when enable physics/common/physics_interpolation, the behavior of the game becomes very strange. #93620

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gnenux opened this issue Jun 26, 2024 · 3 comments

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@gnenux
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gnenux commented Jun 26, 2024

Tested versions

  • Reproducible in: 4.3-beta2

System information

Godot v4.3.beta2.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.5244) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)

Issue description

not enable physics/common/physics_interpolation

Godot.Engine.2024.06.26.-.15.52.53.01.mp4

enable physics/common/physics_interpolation

屏幕截图 2024-06-26 155414

Godot.Engine.2024.06.26.-.15.54.29.02.mp4

Steps to reproduce

please refer to the attachment's project file.

  • Player.cs
  • Weapon.cs
  • Projectile.cs

Minimal reproduction project (MRP)

physicsinterpolation.zip

@4X3L82
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4X3L82 commented Jun 26, 2024

This might be a duplicate of #93586?

@cosparks
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cosparks commented Jul 2, 2024

Can confirm that this issue is fixed by the changes I'm working on for #93586.

Here is an even more minimal mrp for anyone who is curious: physics_interp_rotation_bug.zip. I modified it to use gdscript instead of c#, and also updated it so the rotating sprite's transform is set in _physics_process instead of _process.

@cosparks
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cosparks commented Jul 3, 2024

@akien-mga this can be closed as it was fixed by the changes I proposed yesterday in #93586 which were merged in #93852

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