Comments (2)
Hi!
This is a common issue with physics engines, and I am not aware of any solution that handle this nicely for adjacent shapes like that. This won't be fixed any time soon as I believe this would require a decent amount of research work.
This is caused by the moving box slightly penetrating one of the boxes, causing it to hit one of the vertical edges on the adjacent box. This hit makes the moving box jump.
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Fair enough :) I haven't done a full physics engine myself so I don't know what would be involved, I assume you could technically do something where static boxes are detected and areas are drawn around them (which would probably fix 90% of the problems) but I can also see how much complexity it would add. That said having a comment somewhere in docs or tutorial could have been helpful.
Hopefully if someone else is having the same issue as I had the'll now have this issue to find 😅
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