Fix springbones physics interpolation stutter#110032
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Also I think the code here will also need a similar fix (noticed similar jittering with colliders), but godot/scene/3d/spring_bone_collision_3d.cpp Lines 152 to 160 in 4ebf67c |
You may be able to simply make This is very probably fine but I haven't looked at all at this class (it may not be present in 3.x), so it could do with checking by someone more familiar with Often things like this are processed on physics tick in which case the non-interpolated is fine, but if this is causing a problem presumably it is being called on the frame. BTW I would also double check this function is not being called on invisible nodes, as |
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Thanks! |
When using physics interpolation, springbones do not calculate their target transforms using the correct transform. This causes noticeable stuttering when the skeleton's transform is being influenced by physics interpolation.
Before fix:
godot.windows.editor.x86_64_fsQFeN8k1g.mp4
After fix:
godot.windows.editor.x86_64_fYMlwB9s0F.mp4
Demo project: springbones_stutter_demo_2025-08-27_14-11-43.zip