+1 vote

I'm creating a physics-based puzzle game, which has a slow-motion mode enabled when you right-click using the Engine.settimescale (.3).

But I noticed that rigidbody objects behave differently when they are "falling" in slow motion. They lose strength, going less far than when the time_scale is normal.

In the first part of the video it appears in normal mode, then with Engine.settimescale (.3) enabled. You can see that the second time the object goes less far than the first.

video here

Does anyone know why? Does not have a way the rigidbody objects do not change the path when under the Engine.settimescale (.3) effect?

in Engine by (34 points)

I was able to confirm what you are observing as well. Unfortunately, my power went out so I couldn't finish testing. I wonder if this is an issue with the joints? In my case, i only used 1 joint to attach 2 rigid bodies together and another to attach those to a static body. The apex of the movements were very close...off by maybe 0.2, but perhaps this gets amplified with more complex setups? When it comes back on, I want to test the movement in various situations where there are no joints involved.

I think it should be brought up as an issue on the githib site for official clarification/acknowledgement.

It isn't just when joints are involved. I did a simple drop test where the regidbody hit a static body and obtained x directional movement. There are discrepancies in the values. Also, I also had a rigidbody where I applied an impulse in the x direction and determined where it eventually settled on a staticbody surface. This had discrepancies as well.

I started to write the post about this bug in github this morning, but first I decided to create a new isolated test project (this: https://we.tl/EMwt9JDX57) with pinjoints and I did not identify the problem. As I did not have time to do more testing, then not sending the bug report on github.

But I tested "explode" rigidbodies with appy_impulse (this: https://youtu.be/NLHQXN8xK9I ) in my project and also has difference in the distance as well. Tomorrow I will do more tests, if it is the case, report on github.

Thank you!

Did you ever figure out if this was a bug or not? I am interested in some slow motion effects as well and wondering if this is an option in v3.

I have noticed this also. Softbodies also behave differently at different speeds. Have you found a fix yet?

Is this tracked somewhere? @Kohl Did you eventually open a GitHub issue?

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