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(1 edit)

Will look into it, thanks!

Edit: I did, to smooth it out you should still use physics process and use the fps to interpolate. Maybe i will try this next time. :)

(+1)

Not entirely sure with rnddom comment, it is widely recommended that anything that has to do with player movement and physics, needs to be in the physic_process to properly function.

lol I had the same thought. Why would one do it in the non-physics process? Well unless you're just translating player movement rather than moving with physics I suppose?

Deleted 1 year ago
Deleted 1 year ago

I think this might be helpful


https://docs.godotengine.org/en/stable/tutorials/rendering/jitter_stutter.html

Ok I got this. You cannot notice the movement jittering if your display is running on 60fps, but on 165 for example it is noticeable

yeah physics process is always on 60fps and I only have 60hz on my screen

Ok, seems like this issue appears only if your display fps is higher than _physics_process frequency. You can try it out by lowering _physics_process frequency in the Project Settings -> Physics -> Common -> Physics FPS. For example you can set this value to a 10 for example and see how movement become jittery.
This page tells:
Godot 3.1 does some improvements to this, from allowing kinematic bodies to be animated in the regular _process loop
So I think that the affirmation like "Kinematic body movement should be handled in _physics_process only" relates to versions below 3.1