I’ve found after much testing of my game that the physics of unanchored objects can be different to usual when the game has just started up, so I decided I’d show it here since I can do that now.
Notice in this (very well-edited) video how the physics of the creature thing change after a while of the game running, (I didn’t do that on purpose).
This isn’t a problem with the specific creature in the video, because if I spawn more of them after the physics changed for that one, the physics change applies to the newly created ones.
I noticed this as well. Ball and cylinder base parts seem to behave especially weird and it makes it really hard to playtest interactions with these parts.
It’s genuinely such a huge burden, I tuned the physics of this stuff perfectly for startup, but that’s not what people will be playing, so now I have to find out how to make them stop acting like they’re on a slip and slide when they move, and also without making them jitter like a scared cat.
Hi,
The physics team took a look at your issue and we can’t find anything wrong with the physics itself. Collisions appear to be in the right place and all the forces have reasonable magnitudes and directions. I was able to reproduce the undesirable behavior sooner in time by purposely placing waypoints that require high amounts of correction. The behavior you’re getting is likely caused by the body gyro parameters conflicting with each other or not being strong enough to get the correction you need. We encourage you to migrate to the AlignOrientation constraint, which might help with.
I’ve told this to another staff member, AlignOrientation constraints do not serve the same purpose as BodyGyro. I’ve really really tried to replicate the effect with something not deprecated, but all I could do was narrow it down to using only one BodyGyro instead of one per segment, which didn’t fix the problem by the way, and visually looks a little bit worse.