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Jolt Physics: Generic6DOFJoint3D - Unexpected movement between Rigidbodies depending on velocity #107461

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@MuggoMX5

Description

@MuggoMX5

Tested versions

v4.4.1.stable.official [49a5bc7]
v4.5.dev5.official [64b0990]

System information

Godot v4.4.1.stable - Windows 11 (build 26100) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 32.0.15.6094) - 12th Gen Intel(R) Core(TM) i5-12500 (12 threads)

Issue description

I'm working on a racing game and my car is made up of 5 Rigidbodies (one for the car's body and of course four wheels) which are held together by four Generic6DOFJoint3Ds. When upgrading to Godot 4.4.1 I removed the Godot Jolt plugin and switched to the integrated Jolt physics. Now the wheels don't stay in place anymore, their position changes depending on the velocity of the car. They move forward when accelerating, sideways when turning and down when jumping.

You can see the problem here:
https://github.com/user-attachments/assets/7af56c25-1241-43e2-b6d3-2b5f7cbb78c1

It works like it should when I reinstall and enable the Godot Jolt plugin:
https://github.com/user-attachments/assets/00d84de3-7f66-4bc4-8744-1ee281d38ec8

Steps to reproduce

Run the MRP, drive the car with the arrow keys and you will see the issue.
Install Godot Jolt from the AssetLib, select "Jolt Physics (Extension)" under Project Settings -> Physics -> 3D and restart Godot.
Run the Project again and the car will behave as it should.

Minimal reproduction project (MRP)

Generic6DOFJoint3D Test 4.4.1.zip

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