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I'm not sure what the purpose of body 2 is, but I would get rid of it (if you need some smoothing of the player input, then do that in your code). In general it's good to not move your kinematic body too abrubtly.

Other things to try:

  • Make sure body 1 is the heaviest body and body 5 the lightest. Lower mass bodies follow heavier mass bodies more easily (e.g. divide the mass by 2 for every step from body 1 to 5).
  • Use FixedConstraintSettings::mAutoDetectPoint to determine the best attachment points between the bodies
  • Play around with the update frequency. You want at least 60Hz but higher values result in stiffer constraints.
  • Play around with PhysicsSettings::mBaumgarte, higher values corr…

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@Timtaran
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@jrouwe
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@jrouwe
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@Timtaran
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