Replies: 4 comments
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So the problem isn't the throw, but how it sort of rolls on the ground the second time? I would maybe look at angular velocity damping. Maybe also try increasing the mass a little bit. I'm not well versed with Godot's physics myself. |
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Looking at this and the video, I agree with @ac-arcana , seems like you need to tweak the physics/rigidbody settings to your liking. |
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Thanks everyone for your help. I did find some settings that worked sort of okay, but it seems that the physics engine in Godot is known to be lacking. It shouldn't be too large of an issue since my project is not heavily physics-based. |
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Just as a note aside from physics settings I believe Godot can also be
switched to use Jolt. However it takes a bit of work. Best to read up on
the advantages of it first.
…On Sun, May 5, 2024, 17:33 John Rockefeller ***@***.***> wrote:
Thanks everyone for your help. I did find some settings that worked sort
of okay, but it seems that the physics engine in Godot is known to be
lacking. It shouldn't be too large of an issue since my project is not
heavily physics-based.
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Hi all. Newbie here.
I've spent a bit of time to create my own pickup and wieldable, using the dart as a guide. Everything seems to work fine (ignore the placeholder art, etc.) except when I throw the item. The physics appear really slow. This cube is simply a CollisionShape3D/BoxShape3D. What's going on with this?
Thanks!
2024-04-21.12-38-14.mp4
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