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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 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.
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