21-05-2025, 12:00 PM
(20-05-2025, 06:50 AM)josemendez Wrote: Hi,
The reason for this is the same as for gaps in attachments in your previous post: joints are not solved together with rope physics (since it's a separate physics engine), but *after* rope physics. As a result, joints are solved after rope collisions take place and they move the rigidbodies to a new state that does not fully comply with collision constraints. After all, collisions and attachments are very similar: attachments both "push" and "pull", while collisions only "push".
The solution is also the same: use a smaller timestep and/or modify the mass of the involved rigidbodies.
kind regards,
Hello, thanks for your reply, I'll try to adjust player's joints.
Kind regards.