I have the same problem. Jumpy physics with 60fps. Worked fine a couple weeks ago and I haven’t really changed anything. Notice in my PG the sphere drop physics lag and it’s noticeable on the boxes as well.
Oh and I posted a question 23 days ago using this same PG example and it was working fine then, just went back to try and it’s broken too…
I tilted the rotating plane and made it bigger for the sphere’s to roll on that instead of the ground and everything’s fine till they roll off and hit the ground!
@DavidL I used your playground, just modified it a little bit, to present the problem. You are right, in this example ground is the problem. If physics applied with PhysicsAggregate it has this strange behavior, if it is applied with PhysicsBody, then it work fine…
Here is playground where physics is applied on ground with PhysicsBody, everything works fine:
Pretty sure I know what this is; we made a change here to fix the issue described in here How To Preventing Character Bounce on Flat Terrain?, but I’ve probably made some of the settings much too aggressive. We’ll need to dial them down and push out a new WASM.
@eoin Eagerly awaiting those Havok Player Controls! I had a secret suspicion you guys were breaking stuff behind the scenes, Lol. If you had to guess, unofficially, when could one expect that stage of development to be complete and ready for us to play with? Days, Weeks, Months…?