.. _doc_2d_and_3d_physics_interpolation: 2D and 3D physics interpolation =============================== Generally 2D and 3D physics interpolation work in very similar ways. However, there are a few differences, which will be described here. 2D Particles ------------ Currently only ``CPUParticles2D`` are supported for physics interpolation in 2D. It is recommended to use a physics tick rate of at least 20-30 ticks per second to keep particles looking fluid. ``Particles2D`` (GPU particles) are not yet interpolated, so for now it is recommended to convert to ``CPUParticles2D`` (but keep a backup of your ``Particles2D`` in case we get these working). Other ----- - ``get_global_transform_interpolated()`` is currently only available for 3D. - ``MultiMeshes`` are supported in both 2D and 3D. - Physics interpolation in 2D is implemented on the server side, which means it's effective on physics bodies created using :ref:`low-level servers `. In contrast, physics interpolation in 3D is implemented on the scene side. This means it does not affect physics bodies created using servers. These must be interpolated manually instead. See the `pull request description `__ for the rationale on this design decision.