godot
Godot adapter
Inspect the Godot version, project physics tick setting and existing node ownership before mapping gameplay clocks.
Timing
_process(delta) is idle/frame processing and varies with rendered frame rate. _physics_process(delta) runs before physics steps at the project's configured physics tick rate (60/s is a default, not a contract). The engine may process multiple physics steps in one rendered frame when catching up.
Physics-facing character/collision work normally belongs in _physics_process; presentation can live in _process. If the project uses another deterministic logical clock, preserve it rather than forcing all gameplay into the default physics rate.
Actor-local hitstop pauses the selected action/animation/logical clock. Do not use Engine.time_scale for per-actor combat freeze.
Bindings
- input:
Input/ action map into semantic actions; - pose:
AnimationPlayer/AnimationTreeunder local time ownership; - hits:
Area2D/3D, shape queries,ShapeCast2D/3D, or project-authored logical volumes; - knockback: body movement solver in the owned physics/logical phase;
- camera:
SpringArm3D/shape sweep or project solution implementingcamera-anti-clip.