Hmm. Not sure exactly why that jaggedness is appearing under those conditions, and I wasn’t able to replicate it, though I did create an effect that sort of looked like screen-shake (maybe this is what you’re referring to?). That sort of thing is often caused by misalignment in different sets of calculations - physics_process()
and _process()
run at different effective frequencies, with process()
also being framerate-dependant and therefore variable.
Because the camera is following the player, and the player is being moved by _physics_process()
, it makes sense that the camera’s process callback should be set to physics. If doing that fixed this issue, that would suggest there was some variation in the frequency of your process()
function that didn’t play nice with the physics calculations of your player. I don’t think I could explain your experiences much further though - to me, it doesn’t make sense that the camera settings would affect the saucer itself. Maybe someone else here knows more about this than I do.
Good that you’re playing around with stuff though! This is a great way to discover new capabilities of the engine =)