Jump height varies too much when using the new physics controllers

Using the new physics controllers from this announcement, whenever the character jumps onto a higher ledge, the height of their following jump randomly becomes larger or smaller than it should be.

The video below illustrates the problem more clearly. For the character in the video I have inserted a StarterHumanoid Humanoid into the StarterPlayer container. Inside the StarterHumanoid is a ControllerManager. When the character’s height peaks, I move a TextLabel to that location with the Y-position of the character at that point. You can see that sometimes the height is 14 studs. Other times the height is 17 studs. And I even once encountered a height of 19 studs.

I am guessing the variability of the height stems from any ‘residue’ momentum the character has as they jump onto the block in the video. If they have any remaining upwards momentum when they jump, it gets added to their next jump. This makes jumps feel very inconsistent

Place file:
jump_debug.rbxl (52.3 KB)

Expected behavior

When removing the StarterHumanoid and switching back to the legacy character movement, a jump following the one onto the block is always between 17.2 and 17.5 studs. I expect the same results when using the new physics controllers, so no 14-stud jumps and no 19-stud jumps.

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This is also the case using normal Humanoid controller.

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Thanks for the report! Just to confirm, we have a ticket for this in our internal database.

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Just circling back here, jump behavior has been removed from the controllers. Huge thanks for the report. Gonna close out the thread.