Jagged and Stuck Movement (possibly due to weird collisions)

Godot Version

4.5.1

Question

Can anyone help me figure out why these collisions are so messed up?

First of all, when I import the .gltf from Blender with a separate “-colonly” mesh included, which is supposed to define the collision for the object (in this case the ground), Godot still recalculates another collision shape (mainly the vertex connections) for the mesh.
But most importantly, the character has this jagged movement and sometimes gets stuck on the surface for which I can’t determine the actual cause. Is it the CharacterBody3D settings or the mesh itself. The character uses a simple capsule collision btw.

Blender Topology:

What the topology looks like in Godot:

CharacterBody3D settings:

As for the video showing what the exact issue is:

I hope this link works. Thanks in advance!

How does your player movement script look?

Also some of the jittering is from binding of the camera position and the player position, if you can add a deadzone where the camera doesn’t move (when the player is near the center of the screen) and then move the player when they reach the end of the deadzone.

1 Like

To your credit, jagged movement is actually not a big problem since I can add camera smoothing. The real issue is getting stuck on top of the small hill as you can see (if you managed to open the video). I don’t know what to blame other than bad collision topology.
Thanks for the comment!

I see the character getting stuck, what do your physics calculations in your player movement script look like? It might be related to that.

Another question I have is what physics engine are you using, you can check here:

Project Settings > Physics > 3D > Physics Engine

if you are using ‘DEFAULT’ try switching it to ‘Jolt Physics’ and see how it behaves