diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp index 2d3ba6601..4defbc2f3 100644 --- a/servers/visual/visual_server_scene.cpp +++ b/servers/visual/visual_server_scene.cpp @@ -989,6 +989,25 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) { instance->visible = p_visible; + // Special case for physics interpolation, we want to ensure the interpolated data is up to date + if (instance->scenario->_interpolation_data.interpolation_enabled && p_visible && instance->interpolated && instance->scenario && !instance->on_interpolate_list) { + // Do all the extra work we normally do on instance_set_transform(), because this is optimized out for hidden instances. + // This prevents a glitch of stale interpolation transform data when unhiding before the next physics tick. + instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis); + instance->scenario->_interpolation_data.instance_interpolate_update_list.push_back(p_instance); + instance->on_interpolate_list = true; + _instance_queue_update(instance, true); + + // We must also place on the transform update list for a tick, so the system + // can auto-detect if the instance is no longer moving, and remove from the interpolate lists again. + // If this step is ignored, an unmoving instance could remain on the interpolate lists indefinitely + // (or rather until the object is deleted) and cause unnecessary updates and drawcalls. + if (!instance->on_interpolate_transform_list) { + instance->scenario->_interpolation_data.instance_transform_update_list_curr->push_back(p_instance); + instance->on_interpolate_transform_list = true; + } + } + // give the opportunity for the spatial partitioning scene to use a special implementation of visibility // for efficiency (supported in BVH but not octree)