Godot Version
4.4.1
Question
I cannot find a way to solve this jitter. I’m not sure if this is an engine bug, or if I’m just doing something wrong with my setup. I’m using a rigidbody3d as a character for a physics based project, and I want to attach some flowing cloth. As a test, I made a softbody3d with a quad mesh and pinned it to an empty node which is a child of the rigidbody3d. The setup works fine, except when the rigidbody moves the softbody jitters very noticeably. Disabling physics interpolation for the rigidbody fixes the softbody’s jitter, but then the rigidbody itself and all of its children become very jittery. By the way, I’m using jolt, but I also tested with default physics and the jitter still persisted. Has anybody run into a similar problem, or have any ideas that might help? I’m starting to worry the only solution may be to write my own custom pinning system that actually uses the interpolated transforms to move the pins.