mirror of https://github.com/godotengine/godot
Update documentation for `Engine.physics_ticks_per_second` and its project setting
This commit is contained in:
parent
1cf3180537
commit
9f3c19c427
|
|
@ -331,8 +331,11 @@
|
|||
[b]Note:[/b] When using a custom physics interpolation solution, or within a network game, it's recommended to disable the physics jitter fix by setting this property to [code]0[/code].
|
||||
</member>
|
||||
<member name="physics_ticks_per_second" type="int" setter="set_physics_ticks_per_second" getter="get_physics_ticks_per_second" default="60">
|
||||
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member max_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second].
|
||||
The number of fixed iterations per second. This controls how often physics simulation and the [method Node._physics_process] method are run.
|
||||
CPU usage scales approximately with the physics tick rate. However, at very low tick rates (usually below 30), physics behavior can break down. Input can also become less responsive at low tick rates as there can be a gap between input being registered, and the response on the next physics tick. High tick rates give more accurate physics simulation, particularly for fast moving objects. For example, racing games may benefit from increasing the tick rate above the default 60.
|
||||
See also [member max_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second].
|
||||
[b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] significantly above its default value.
|
||||
[b]Note:[/b] Consider enabling [url=$DOCS_URL/tutorials/physics/interpolation/index.html]physics interpolation[/url] if you change [member physics_ticks_per_second] to a value that is not a multiple of [code]60[/code]. Using physics interpolation will avoid jittering when the monitor refresh rate and physics update rate don't exactly match.
|
||||
</member>
|
||||
<member name="print_error_messages" type="bool" setter="set_print_error_messages" getter="is_printing_error_messages" default="true">
|
||||
If [code]false[/code], stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to the [member ProjectSettings.application/run/disable_stderr] project setting.
|
||||
|
|
|
|||
|
|
@ -2671,9 +2671,12 @@
|
|||
[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].
|
||||
The number of fixed iterations per second. This controls how often physics simulation and the [method Node._physics_process] method are run.
|
||||
CPU usage scales approximately with the physics tick rate. However, at very low tick rates (usually below 30), physics behavior can break down. Input can also become less responsive at low tick rates as there can be a gap between input being registered, and the response on the next physics tick. High tick rates give more accurate physics simulation, particularly for fast moving objects. For example, racing games may benefit from increasing the tick rate above the default 60.
|
||||
See also [member application/run/max_fps].
|
||||
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
|
||||
[b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended to also increase [member physics/common/max_physics_steps_per_frame] if increasing [member physics/common/physics_ticks_per_second] significantly above its default value.
|
||||
[b]Note:[/b] Consider enabling [url=$DOCS_URL/tutorials/physics/interpolation/index.html]physics interpolation[/url] if you change [member physics/common/physics_ticks_per_second] to a value that is not a multiple of [code]60[/code]. Using physics interpolation will avoid jittering when the monitor refresh rate and physics update rate don't exactly match.
|
||||
</member>
|
||||
<member name="physics/jolt_physics_3d/collisions/active_edge_threshold" type="float" setter="" getter="" default="0.87266463">
|
||||
The maximum angle, in radians, between two adjacent triangles in a [ConcavePolygonShape3D] or [HeightMapShape3D] for which the edge between those triangles is considered inactive.
|
||||
|
|
|
|||
Loading…
Reference in New Issue