Character Physics Impulse to Constraint Bridge?

Ahhh, ok I see exactly what you mean. That looks like a pretty straight forward fix that would be easy to implement. When you move across the bridge does the board you are standing on sag more than others and also does it cause the bridge to shake as you move? Based on the photo it looks like it is having the effect of sagging under the player, but curious what other things it may add. If it is a fix for all those things I will definitely use it. Thanks for the taking the time to creating the photos and linking them also, visuals did make it really easy to understand.

I’ve been thinking today since you replied about this issue, and I think I may of found another way around it. I love how in programming there are so many ways 1 desired affect or effect can be achieved, it makes it a lot of fun to problem solve and be creative.
I was thinking of a method that is based on adding hit impulses at the location of contact with the physics body that are scaled to the character’s velocity. So if you are moving fast, the impulse will be larger. Would prob also be a good idea to make it so Z velocity is stronger so even a light jump adds a pretty decent impulse. Could have it add impulses with a delay that’s time float could also be scaled by the Character’s Velocity. Could have a branch at the beginning as well that comes before everything that checks to see if the velocity is equal to 0 on all 3 axis, and return false, where true wouldnt do anything. Im not sure what I would use to detect if the player is standing or based on a physics object, but it would need to be something that updates as you move and not on Hit or begin overlap, more like event tick or something similar. I think the character movement has a Get Current Floor feature, and you could use hit information and other things based on that, that does indeed of course update constantly.

Ill try that idea out today and if it works Ill share it with images