Skip to content

Commit 8c25a98

Browse files
committed
Merge pull request #83768 from programneer/incorrect-physics-jitter
ProjectSettings: Fix description of physics jitter
2 parents 9fb3c42 + c724368 commit 8c25a98

File tree

1 file changed

+1
-1
lines changed

1 file changed

+1
-1
lines changed

doc/classes/ProjectSettings.xml

+1-1
Original file line numberDiff line numberDiff line change
@@ -2208,7 +2208,7 @@
22082208
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
22092209
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.
22102210
[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].
2211-
[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.
2211+
[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.
22122212
</member>
22132213
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
22142214
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].

0 commit comments

Comments
 (0)