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authorRémi Verschelde <rverschelde@gmail.com>2023-10-22 12:13:52 +0200
committerRémi Verschelde <rverschelde@gmail.com>2023-10-22 12:13:52 +0200
commit8c25a98fdf68dc388eddaefa188f3386236cdfe4 (patch)
treef2fb3dbc9ffcb61f982cdf4521c4b4908ddb9a05
parent9fb3c428506ae2db82ab4f923dc60cc39eceeaad (diff)
parentc724368b7d55ca69824f91c4ef776bb35f2d241e (diff)
downloadredot-engine-8c25a98fdf68dc388eddaefa188f3386236cdfe4.tar.gz
Merge pull request #83768 from programneer/incorrect-physics-jitter
ProjectSettings: Fix description of physics jitter
-rw-r--r--doc/classes/ProjectSettings.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 519061e398..69a374fd58 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2208,7 +2208,7 @@
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
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 fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
- [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
+ [b]Note:[/b] This property is only read when the project starts. To change the physics jitter fix at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member application/run/max_fps].