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The default callback modifier seems to be Idle which results in using the process delta not the physics delta. Does changing this setting to Physics on the skeleton solve the problem?
The default callback modifier seems to be Idle which results in using the process delta not the physics delta. Does changing this setting to Physics on the skeleton solve the problem?
Tested versions
Godot v4.4.rc1
System information
Windows 10 (build 19045) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 32.0.15.6614) - AMD Ryzen 9 5900XT 16-Core Processor (32 threads)
Issue description
The new Spring bones are not frame independent, lower frames increase movement.
Unlocked framerate and 165 FPS
https://youtu.be/EhmwdM0wvsk
60 FPS
https://youtu.be/I_-KNPUBdtI
as you can see in the videos, I put spring bones on the characters ears, and as I lower the framerate the ears bounce more and more.
Steps to reproduce
Change the monitor's refresh rate while using Spring bones
Use arrow keys to move the cylinder on test scene
Minimal reproduction project (MRP)
sspringtest.zip
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