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Physics interpolation seems to break Sprite2D #93586

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AlexOtsuka opened this issue Jun 25, 2024 · 1 comment
Open

Physics interpolation seems to break Sprite2D #93586

AlexOtsuka opened this issue Jun 25, 2024 · 1 comment

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@AlexOtsuka
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Tested versions

Reproducible in both 4.3 betas and current master.

System information

Godot v4.3.dev (4a01602) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

Issue description

It seems like a number of scenarios break Sprite2D at runtime when enabling physics interpolation. skew seems to be ignored entirely, rotation and scale work by themselves, but not when used together with a non-proportional scale value.

Steps to reproduce

In the screenshots below,

  • Column 1 is untouched, default Sprite2D properties.
  • Column 2 is using skew only.
  • Column 3 is using rotation only.
  • Column 4 is using rotation and a non-proportional scale value.

Besides that, it's a fresh empty project without a single line of code (MRP included below).

Setup inside the editor (looks as expected):

in editor

At runtime, physics interpolation OFF (looks as expected):

no interpolation

At runtime, physics interpolation ON (broken):

interpolation on

Minimal reproduction project (MRP)

SpriteBugMRP.zip

Enable physics interpolation on/off in Project Settings > Physics > Common (Advanced Settings). Note that you might have to run the project, close it, and run it again every time you change the setting for it to take effect.

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