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PhysicalBone is delayed if it has not ragdolled parent #44589

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Tracked by #45333
Favkis opened this issue Dec 22, 2020 · 0 comments
Open
Tracked by #45333

PhysicalBone is delayed if it has not ragdolled parent #44589

Favkis opened this issue Dec 22, 2020 · 0 comments

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@Favkis
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Favkis commented Dec 22, 2020

Godot version:
3.2.2 stable

OS/device including version:
Any

Issue description:
If you have ragdoll and some bones are unragdolled and are moving, ragdolled parts are moved behind with a delay. This is not correct physical behavior and not related to air friction.

Steps to reproduce:
Create KinematicBody with skeleton and mesh
Make some bones of skeleton ragdolled through skeleton.start_physics_simulation(bones_array)
Move KinematicBody

Minimal reproduction project:
Just press "Moving" toggle and look at movement.

There are joint settings in the left side, however godot 3.2.2 constains bug that makes using .set for PhysicalBone not working, you need to compile godot with this fix in order to use them #44535

These sliders on the left are just optional and not related to this exact issue.

Change PhysicsFPS in project settings to change the delay. Higher PhysicsFPS results in less delay and stretch, while lower PhysicsFPS makes long stretch and delay.

godot_physics_delay_bug.zip

What to look for. Physical bones are moving without air drag and are delayed.
image

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