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Hi, I am using CharacterVirtual for an FPS controller and encountered stability issues when standing on dynamic bodies.
I have reproduced similar behavior within the Jolt Physics Samples without any changes.
Observed Behavior
Character class: Behaves as expected; when jumping onto a dynamic body (like a sphere), the character remains stable or falls off naturally according to physics.
CharacterVirtual class: Exhibits instability in the same scenario. The character seems to "roll" or jitter off the dynamic body instead of maintaining a stable position.
Question
Are there specific settings, parameters (e.g., mMaxSlopeAngle, mPredictiveContactDistance), or callbacks for CharacterVirtual that can be tuned to better mimic the stable behavior of the standard Character class when interacting with dynamic objects?
Version
<= 5.5.0
Description
Hi, I am using CharacterVirtual for an FPS controller and encountered stability issues when standing on dynamic bodies.
I have reproduced similar behavior within the Jolt Physics Samples without any changes.
Observed Behavior
Question
Are there specific settings, parameters (e.g., mMaxSlopeAngle, mPredictiveContactDistance), or callbacks for CharacterVirtual that can be tuned to better mimic the stable behavior of the standard Character class when interacting with dynamic objects?
Thank for your help
Video
0001-0168-discord.mp4