Update _physics_process and _process docs to reflect implementation.

This commit is contained in:
LavishBehemoth 2025-08-04 19:02:31 -04:00
parent 45509c284c
commit fc7624491e
2 changed files with 16 additions and 11 deletions

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@ -76,18 +76,21 @@
<return type="bool" />
<param index="0" name="delta" type="float" />
<description>
Called each physics frame with the time since the last physics frame as argument ([param delta], in seconds). Equivalent to [method Node._physics_process].
If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
Called each physics tick. [param delta] is the logical time between physics ticks in seconds and is equal to [member Engine.time_scale] / [member Engine.physics_ticks_per_second]. Equivalent to [method Node._physics_process].
If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next step.
[b]Note:[/b] [method _physics_process] may be called up to [member Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit may be reached when the engine is suffering performance issues.
[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds.
</description>
</method>
<method name="_process" qualifiers="virtual">
<return type="bool" />
<param index="0" name="delta" type="float" />
<description>
Called each process (idle) frame with the time since the last process frame as argument (in seconds). Equivalent to [method Node._process].
Called on each idle frame, prior to rendering, and after physics ticks have been processed. [param delta] is the time between frames in seconds. Equivalent to [method Node._process].
If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
[b]Note:[/b] When the engine is struggling and the frame rate is lowered, [param delta] will increase. When [param delta] is increased, it's capped at a maximum of [member Engine.time_scale] * [member Engine.max_physics_steps_per_frame] / [member Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may not represent real world time.
[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is running in Movie Maker mode (see [MovieWriter]), process [param delta] will always be the same for every frame, regardless of how much time the frame took to render.
[b]Note:[/b] Frame delta may be post-processed by [member OS.delta_smoothing] if this is enabled for the project.
</description>
</method>
</methods>

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@ -84,24 +84,26 @@
<return type="void" />
<param index="0" name="delta" type="float" />
<description>
Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [param delta] parameter will [i]generally[/i] be constant (see exceptions below). [param delta] is in seconds.
It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
Called once on each physics tick, and allows Nodes to synchronize their logic with physics ticks. [param delta] is the logical time between physics ticks in seconds and is equal to [member Engine.time_scale] / [member Engine.physics_ticks_per_second].
It is only called if physics processing is enabled for this Node, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
Processing happens in order of [member process_physics_priority], lower priority values are called first. Nodes with the same priority are processed in tree order, or top to bottom as seen in the editor (also known as pre-order traversal).
Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification].
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds.
</description>
</method>
<method name="_process" qualifiers="virtual">
<return type="void" />
<param index="0" name="delta" type="float" />
<description>
Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [param delta] time since the previous frame is not constant. [param delta] is in seconds.
It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process].
Called on each idle frame, prior to rendering, and after physics ticks have been processed. [param delta] is the time between frames in seconds.
It is only called if processing is enabled for this Node, which is done automatically if this method is overridden, and can be toggled with [method set_process].
Processing happens in order of [member process_priority], lower priority values are called first. Nodes with the same priority are processed in tree order, or top to bottom as seen in the editor (also known as pre-order traversal).
Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification].
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
[b]Note:[/b] When the engine is struggling and the frame rate is lowered, [param delta] will increase. When [param delta] is increased, it's capped at a maximum of [member Engine.time_scale] * [member Engine.max_physics_steps_per_frame] / [member Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may not represent real world time.
[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is running in Movie Maker mode (see [MovieWriter]), process [param delta] will always be the same for every frame, regardless of how much time the frame took to render.
[b]Note:[/b] Frame delta may be post-processed by [member OS.delta_smoothing] if this is enabled for the project.
</description>
</method>
<method name="_ready" qualifiers="virtual">