See saws, constraints, big weights and characters

This is the default behaviour on my end where the player is 100kg with 1.75 gravity scale.


Here, the player is 1750kg vs 2t, but we have a much better lever.

image

How close is this to what you’re trying accomplish?


I don’t particularly want them thrown in the air or anything, but that would be nice.

This bit can be a bit tricky as the movement component really likes to keep the char glued to the ground until they jump or actual force / impulse is applied to the comp. This has never propagated properly in setups like this, sadly. I believe this is what you’re observing as the unnatural force that the player applies which makes them seem like a much heavier object. That 500kg in the 3rd example should have yeeted us up a bit.