I am seeing some significant stuttering of a series of simple RigidBody2D scenes that I haven’t been able to explain. I am assembling a PackedScene and instantiating it within an otherwise empty root scene when a button is clicked, afterward applying a one-time impulse to the rigid body. I have very little else going on here. The frame and physics deltas appear stable (shown in the video) and I don’t see anything telling in the profiler.
I’ve tried searching for similar issues and have messed a little with the physics interpolation and jitter settings, but nothing seems to impact this behavior. Any ideas what could be happening?
Oh interesting, I missed that entire rendering config section. It looks like the pixel snap options are not enabled and I tried toggling them to be sure with no apparent change. Appreciate the suggestion regardless.
Apologies for the delay. Your post led me to reevaluate how I had coded things. I am indeed only applying the impulse once, but I had made an error constructing my scene. I had two RigidBody2D nodes, one as the child of the other. I was not treating them consistently and didn’t need two anyway. Once I consolidated down to a single one of those in the hierarchy, I started seeing the expected behavior.