Godot Jolt RigidBody3D velocity halt on land

Godot Version

4.3

Question

I’ve had this issue with Godot set to JoltPhysics3D for quite a while now, I couldn’t solve by tweaking any of the Physics Settings.

I built a RigidBody3D based character controller, and when it lands on a StaticBody3D, it loses most/all of it’s velocity, resulting in a very visible “movement halt” on landing. The intended ideal result would be for the rigidbody to clip/transition to a normal grounded velocity, but not lose all it’s velocity just because of landing:

In this video you will notice the rigidbody practically loses all of it’s velocity (sometimes it actually does go to 0 velocity) as soon as it lands on the ground diagonally from a jump.

This also occurs with Godot’s inbuilt phyisics (but it’s much less noticeable than with Jolt).

Here’s a minimal reproduction project I’ve been keeping updated in order to debug this problem (and for anyone interested in 3D rigidbody character controlling):

It uses phantomcamera for the camera, which can get pretty jittery, but it’s a quick way to make the character halt on landing issue much more visible. The debug logs also help a lot in seeing that the velocity reaches nearly 0 on all axis, on landing.