diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 220cb20169d..84ed5a565a9 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -1076,8 +1076,10 @@ [b]Note:[/b] In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, remember to set the owner after calling [method add_child]. - Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. See [member ProjectSettings.physics/common/physics_interpolation] and [member SceneTree.physics_interpolation] for the global setting. - [b]Note:[/b] When teleporting a node to a distant position you should temporarily disable interpolation with [method Node.reset_physics_interpolation]. + The physics interpolation mode to use for this node. Only effective if [member ProjectSettings.physics/common/physics_interpolation] or [member SceneTree.physics_interpolation] is [code]true[/code]. + By default, nodes inherit the physics interpolation mode from their parent. This property can enable or disable physics interpolation individually for each node, regardless of their parents' physics interpolation mode. + [b]Note:[/b] Some node types like [VehicleWheel3D] have physics interpolation disabled by default, as they rely on their own custom solution. + [b]Note:[/b] When teleporting a node to a distant position, it's recommended to temporarily disable interpolation with [method Node.reset_physics_interpolation] [i]after[/i] moving the node. This avoids creating a visual streak between the old and new positions. The node's processing behavior. To check if the node can process in its current mode, use [method can_process].