samme
samme
I think this can be done with ```js new Phaser.Game({ physics: { default: 'matter', matter: { getDelta: function () { return this.scene.game.loop.delta; }, runner: { isFixed: true } } }...
`thrust()` and `applyForce()` are still timestep dependent.
But unlike with layers, it would need the transformed position of the children: const { tx, ty } = gameObject.getWorldTransformMatrix(); I guess it could be added.
I think this is not exactly a bug but a natural consequence of how fixed-step physics interacts with the camera lerp. For me it happens when there are 2 physics...
Turning off fixedStep won’t make physics run faster (or slower). It will still simulate 1 physics second per game second, only the delta interval varies.
If you're comfortable running code in the console, you can open the console on and run > 'requestVideoFrameCallback' in HTMLVideoElement.prototype > 'getVideoPlaybackQuality' in HTMLVideoElement.prototype and see what values it shows.
I think it could still be useful without that, but it definitely deserves mentioning. I will add to the docs description.
Needs CHANGELOG entry.
Hi, thanks. I think I see some challenges with this: - Need to rewrite ~244 monitors to use `addBinding()` etc. Maybe Copilot can help. - [Tweakpane v4](https://tweakpane.github.io/docs/migration/v4/) has no global...