While using GodotPhysics3D I see some kind of micro jittery movement. My setup is pretty simple: a simple 3D scene, there's a static object "floor" and a "coin" (simple cylinder mesh) that falls on the floor.

So when the scene is launched the coin falls down alright, but when it is on the floor I can see some jittery movements of the coin on the floor object. I used get_linear_velocity() on the coin, here's some data:

And I need to convert it into HTML afterwards and this operation only makes the jitter look even more present.
Any ideas on how to make it go away? Thanks in advance!

I tried JoltPhysics, it works like a charm, but it doesn't support the web porting, so it's not an option unfortunately.

    BigTuna34 unfortunately that's normal. Jolt is the only way to get rid of the jitter.
    godot physics works best with big objects and few physics interactions, using rigidbodies for ragdolls, gibs and particles, and using characterbodies for characters. it works best with 2D and simple projects, and ones that don't depend much on physics, like strategy, puzzles, rpgs and some platformers.
    what do you need the coin for? maybe there's an alternative to rigidbody.
    you could animate the coin, or make it so that it doesn't rotate, or disable physics when it hits the ground.

      Jesusemora thank you for your reply!
      I make a simple coin toss simulator, but with a physical coin. My idea was to randomise the coordinates of the impulse that hits the coin, so that the outcome is kinda random. It's a projects that I would also like to be able to host online afterwards.

      My scene is composed of godot primitives, the floor is a plane (I also tried a box mesh) and the coin is a short cylinder.
      Even the first interaction is very simple, the coin spawns in the air and falls on the plane. And yet I can see the jitter as soon as the coin is on the floor, it's like an endless mutual collision calculation.
      Through trial and error I found out that:

      • when a square falls on the plane it's okay
      • when a prism falls on the plane it's okay
      • when a cylinder falls on the plane it's okay (!)
      • when a short cylinder falls on the plane it's jittery (!!!!!!!!) (I didn't change the scale, I changed the height)

      I feel like it's one of the most basic scenarios of physics implementation and yet it doesn't work properly.

      What do you think I can do here?

        BigTuna34 I make a simple coin toss simulator, but with a physical coin. My idea was to randomise the coordinates of the impulse that hits the coin, so that the outcome is kinda random. It's a projects that I would also like to be able to host online afterwards.

        I don't think that's a good idea.
        generate a number in code and then play an animation of the coin falling on one side or another. You can create many animations a create the illusion of the coin being a real object, I believe that's how other games do it.
        Specially for something that is designed for running in a browser, you want to keep it lightweight.

        BigTuna34 My scene is composed of godot primitives, the floor is a plane (I also tried a box mesh) and the coin is a short cylinder.
        Even the first interaction is very simple, the coin spawns in the air and falls on the plane. And yet I can see the jitter as soon as the coin is on the floor, it's like an endless mutual collision calculation.
        Through trial and error I found out that:
        when a square falls on the plane it's okay
        when a prism falls on the plane it's okay
        when a cylinder falls on the plane it's okay (!)
        when a short cylinder falls on the plane it's jittery (!!!!!!!!) (I didn't change the scale, I changed the height)

        I feel like it's one of the most basic scenarios of physics implementation and yet it doesn't work properly.

        first, unity doesn't have cylinders, it's not a common shape. And it's meant to be used for things like barrels, a coin is too... flat for the physics to work properly. no game has coins as accurate physics objects, because they are very small, so cubes are used. and if they need something bigger like batman's stolen coin they just use an animation.