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Physics interpolation: when to enable it

Smooth rendering between physics ticks: quick setup, limits and the right guide.

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The problem it solves

At 60 physics ticks/s and 144 rendered frames/s, some frames receive the same physics pose. Motion appears stepped, especially with a following camera. Interpolation renders intermediate poses between known states. It does not raise contact frequency, fix tunneling or replace network smoothing.

NeedOpen
See the difference in one level2D quick start
Understand previous/current poses and delayTwo clocks and interpolation fraction
Integrate an existing projectMovement, hierarchy and teleporting
Check 3D and implementation differences2D/3D interpolation
Configure a separate camera or MultiMeshSpecial cases

The global physics/common/physics_interpolation setting defaults to disabled. Entity Inherit/On/Off modes choose branch participation while the system is enabled. Update physics-driven transforms in _PhysicsProcess. For screen UI or manually updated cameras, define a separate movement method rather than enabling smoothing everywhere without checks.

Begin with the project's normal physics frequency. The tutorial uses 10 ticks/s to exaggerate stepping deliberately; that is diagnostic, not a shipping recommendation. Test the actual device, renderer and camera at the target frame rate.

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