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Godot 4.1 3D physics jittery at default tick rate

I am using Godot 4.1 and after I added the first rigidbodies to my game, I noticed the physics seem really unstable. The floor is a StaticBody with large and 1m thick BoxShape. I have RigidBody objects with simple BoxShape colliders and the thinnest side is 0.3m. Often when I knock them on the floor they do not come to rest, but keep vibrating indefinitely. They are not on top of each other, this happens when a single object is only on top of the static floor. Increasing physics ticks per second to 120 seems to help, but I am not sure how it affects performance and what will be my final targets. Is it normal for the physics to be so unstable and jittery in such a case I would assume to be very simple and mundane at 60 ticks per second?

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6 comments