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This also improves visuals in the Voxel and Dynamic Split Screen demos, and fixes splitscreen mode in the Platformer 2D demo. Most demos (other than physics tests) have also had their physics FPS increased to 120. This is done consistency with 4.x, but also for the benefits it still provides when interpolation are enabled (lower input lag, more stable simulation).
RigidBody Character 3D
RigidBody character demo for 3D using a capsule for the character. Cubes as RigidBodies spawn in the map from above to show interaction with the player (jump on them, gently push them), which would be impossible with a KinematicBody.
Language: GDScript
Renderer: GLES 3
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/1291
How does it work?
This demo uses a RigidBody
for the player, and StaticBody
for the level. Each has colliders, the player moves itself via
apply_central_impulse() in _physics_process(), and collides with the level.

