jaipack17
jaipack17
I'll take a look a deeper look at this today, I might have a possible fix! Could you possibly attach a demo file?
I have a feeling that this problem has to do with the MoveBy() method. Somewhere or the other, it desyncs and ends up moving the rigid body more than it...
I see, have you tried debugging the value of deltaPos and figured out the cases in which the rigid body acts weird (using `MoveBy()`)
Along with that, also try debugging the positions of the vertices and edges of the rigid body by displaying the points and constraints as guis on screen and the green...
> Is there any way to use :SetPosition() while the object keep's it's forces? You can try looping through the points of the rigid body `body:GetVertices()` and store the points...
Try setting the position before the collision checks take place, maybe that should fix it.
[Documentation](https://jaipack17.github.io/Nature2D/docs/tutorial-basics/Using%20Nature2D%20Plugins) might help, you need to require the Plugins module from the Nature2D folder, and then call `Plugin.MouseConstraint(Engine, range)` here range is the radius within which a point can be...
I have never tried this in the past, so I can't say much. "Server-sided" UI itself is quite difficult to get working with precision, which can only be done through...
You can increase the force vector you are passing into `RigidBody:ApplyForce(force, time)` every certain amount of time to achieve that maybe, If that fulfils your requirement? You can also specify...
You can make a game with it whether the game is for release or just a demo. You may run into a few minor bugs here and there but it...