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Applying the effects just before the frame is drawn and removing them after is a neat way to keep raycasts on the clean camera. Does that still hold with 3D physics interpolation turned on in Godot 4.4 or later? I'd like to know whether the shake lands on the interpolated camera position or on the last physics tick.

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Good question, and thanks for asking before building around it. I tested this with physics interpolation turned on, and right now CameraFX's effects don't show up on an interpolated camera. The shake isn't applied to the interpolated position or to the last physics tick. It's dropped completely. With interpolation off, everything works as expected. I'm looking into a proper fix and will mention it in the changelog when it's done. For now, if you need CameraFX, please leave physics interpolation off for that camera.

Thank you for testing this so quickly and writing down exactly what happens. Knowing the shake is dropped completely, rather than jittering, saves someone a confusing afternoon. We will watch the changelog for the fix.