Stuttering in simple scene after applying an impulse

Godot Version

Godot_v4.4.1-stable_mono_linux_x86_64

Question

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?

Do you have pixel snap enabled in the project settings? If so, try disabling both the vertex and transform snap.

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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.

Are you sure you are calling RigidBody2D.apply_impulse() only once?

Try posting more info like scripts, scene structures,…

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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.

Thanks for the help!

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