ClientSim
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Velocity spike when walking up steps
The Client Simulator released yesterday seems to get a large velocity spike when walking up steps. This spike does not occur in VRChat itself.
I have tested this with a box collider step with a height of about 0.45m and I use Networking.LocalPlayer.GetVelocity() to look at the velocity. I consistently seem to get 1 FixedUpdate where the player velocity reaches about 30 m/s.
The raw data can be found here: https://docs.google.com/spreadsheets/d/1L4II37Uvtr6bLoLOi64IU557qrpv_H3hsK4X0xsCftg
I have noticed this since I keep track of the player velocity in my world to prevent physics issues.