PhysicsCharacterController | Mover Constraints based character controller

Hey there thanks for the compliments.

I will also CC @JoyfulFlowerMary and @coolerthanbatman123 as they were discussing this issues as well.

Here is a video of the issue.

Your suspicion is right. Just found out about this fps plugin controlling tool which is very useful.

From the video I can conclude that it is caused by the dampening not being sufficient while the spring force is very high which is done to mimic humanoids.

        self._vectorSpringDragForce.Force  = Vector3.new(0,-rootPart.AssemblyLinearVelocity.Y*damping,0)

I will try to implement a physics sub step algorithm similar to the video below. I believe it explains the issue more clearly.

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