Skip to content

Commit

Permalink
Fix description of physics jitter
Browse files Browse the repository at this point in the history
  • Loading branch information
programneer authored and rfht committed Oct 23, 2023
1 parent 9fb3c42 commit 40c28ce
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion doc/classes/ProjectSettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -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].
Expand Down

0 comments on commit 40c28ce

Please sign in to comment.