Add MultiMesh physics interpolation for 2D transforms (MultiMeshInstance2D)#107666
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Repiteo merged 1 commit intogodotengine:masterfrom Oct 3, 2025
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lawnjelly
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Jun 18, 2025
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This looks great! As discussed on RC, I likely just forgot to add this wrapper, all the backend should be the same as used by Any testing would be great, and I'll try and test. |
lawnjelly
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Jun 18, 2025
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I added the mentioned changes. All squashed into 1 commit. I also added a simple test project in the intitial post. |
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…tance2D) Replicated MultimeshInstance3D behaviour to MultiMeshInstance2D and added mesh_storage for 2D transform Also call VisualInstance::_physics_interpolated_changed() Use Node instead of VisualInstance. Addded comment Fixed typo :) Using CanvasItem instead of Node now. Made CanvasItem::_physics_interpolated_changed() protected
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lawnjelly
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Providing it passes CI (I think there's some CI problem at the moment).
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Thanks! |
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I already discussed this on rocket chat. The docs wrongly state that MultiMeshInstance2D (or rather MultiMesh with 2D Transforms) make use of physics interpolation (https://docs.godotengine.org/en/latest/tutorials/physics/interpolation/2d_and_3d_physics_interpolation.html#other). After some fiddling I discovered that this was not the case.
So here is a hopefully decent implementation I basically replicated MultimeshInstance3D behaviour to MultiMeshInstance2D and added mesh_storage for 2D transforms.
Edit:
Small Testproject: MultiMesh2D_Interp_Test.zip
(Use space bar to toggle physics interpolation for the meshinstance on/off)