this post was submitted on 08 Oct 2025
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submitted 2 weeks ago* (last edited 1 week ago) by forestbeasts@pawb.social to c/godot@programming.dev
 

Physbones go brrrrboingboingboingboingBOINGBOING right off the edge and into the void, apparently.

-- Frost

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[–] Kissaki@programming.dev 9 points 2 weeks ago

wow they god really scared and ran off fast

[–] asudox@lemmy.asudox.dev 7 points 2 weeks ago

best game ever made. just take my money

[–] Burghler@sh.itjust.works 4 points 2 weeks ago (1 children)

I think this is what happens when you enable phys bones while animations are still playing? The Godot docs have comments that discuss solutions.

Or just ship it

[–] forestbeasts@pawb.social 2 points 2 weeks ago* (last edited 2 weeks ago)

Yeah it took me several hours to figure it out, but it turns out the problem was the physbones were hitting the wolf's main collision box! Cue trying to go every which way at once.

I put them on a different collision layer and that totally fixed the problem. (And then the wolf just crumpled like a taken-off shirt.)

I am tempted to put in an "if (some very small chance), add the physbones to the first layer to make them jitterbounce away"!

-- Frost

[–] AnotherPenguin@programming.dev 4 points 2 weeks ago

Nice goat simulator physics

[–] forestbeasts@pawb.social 1 points 1 week ago

Video went poof because of the recent server issues, I reuploaded it just now.

-- Frost