Unfortunately, Godot assumed that custom_data and most likely instance_color uniforms should be interpolated between frames when Physics Interpolation is enabled in the project settings.
I have opened an issue on Godot's GitHub: godotengine/godot#119277
The fix is easy, just set in the inspector your OpenVATMultiMeshInstance3D node to:
Node > Physics Interpolation > Mode > OFF
Keep in mind the VAT shader already interpolates between frames, as the baked VAT animation FPS might is usually out of sync with the rendering FPS. The Jello Demo shows this very well, as its animation is baked with 12 FPS, and it looks smooth even if your game is running at 60 FPS.
I will update the docs so that people will know how to easily disable physics interpolation for the OpenVATMultiMeshInstance3D nodes.
Unfortunately, Godot assumed that
custom_dataand most likelyinstance_coloruniforms should be interpolated between frames when Physics Interpolation is enabled in the project settings.I have opened an issue on Godot's GitHub: godotengine/godot#119277
The fix is easy, just set in the inspector your
OpenVATMultiMeshInstance3Dnode to:Node > Physics Interpolation > Mode > OFFKeep in mind the VAT shader already interpolates between frames, as the baked VAT animation FPS might is usually out of sync with the rendering FPS. The
Jello Demoshows this very well, as its animation is baked with 12 FPS, and it looks smooth even if your game is running at 60 FPS.I will update the docs so that people will know how to easily disable physics interpolation for the
OpenVATMultiMeshInstance3Dnodes.