Godot Jolt RigidBody3D velocity halt on land

According to jolt dev on godot github (and summed up):

  • The velocity halt is to be expected due to how the jolt physics engine does its calculations, which follow a simplified version of real life physics.
  • However, this can be “worked around” by dynamically setting the friction. The key here is to have no friction the first landing frame.

Full rigidbody3d (2 rigidbodies pinjointed together for different frictions) implementation with this issue fixed here: GitHub - Mangonels/Godot-RigidBody3D-character-movement: Godot 4.4 RigidBody3D based character movement testing