Hi all, we’re excited to release a new Step Forward Physics button, which enables you to step the simulation while physics is paused! Our hope is that this new functionality will enable more precise debugging workflows, addressing one of the top Creator pain points we’ve heard regarding the usability of our Physics Engine.
This functionality will be added to the existing Simulation Pause Studio Beta (which will now be called Simulation Pause and Step). This means that those who have already opted into this beta will see this feature automatically.
To enable this Studio beta, go to File > Beta Features > and enable Simulation Pause and Step.
Internally, this button calls the new workspace:StepPhysics API, stepping physics with an input timestep value of 1/60th of a second, or the time elapsed per world step. For more details, see our announcement on the StepPhysics API.
This button supports stepping either of the following, just like the new Pause and Resume Physics buttons:
Both the client and server (Step Forward Physics: All), or
Only the currently visible workspace (Step Forward Physics: Current)
See an example here:
As always, we encourage you to try out this new feature, explore its capabilities, and let us know what you think. If you have any questions, concerns, or requests, please let us know!
This new Step Forward Physics button is definitely helpful for pinpointing issues. Being able to step the simulation incrementally makes it much easier to identify and troubleshoot specific problems in the game. Thanks for this great addition!
Very amazing update, this can help a lot of developers at designing obbies or Parcours.
Additionally I have 1 question, I know it has been asked plenty of times in the previous post already (which was about the physics stepping api), will we be able to have control over this in localscripts as well sometime? This can be a great addition when creating special effects such as slow motion or speeding the simulation up (making it step faster than usual). Great update though!
Can’t see a use case yet, but definetly cool seeing the physics engine being more interactable with. I am really looking forward to more updates and configurability settings in the future.
This is a pretty cool feature that I may use often for earthquake and tornado damage simulations.
Also that top demo video is really amusing for some reason.