This is observed in OmniBlade when avatar is walking around and then stopping at > 5K X or Y position since the deceleration looks increasingly choppy. If this is a precision issue, we really need to make Character2d use kinematic (character?) physics rather than dynamic. That said, even if this issued is fixed this way, it's still surprising how close to the origin that Aether physics precision degrades...
This is observed in OmniBlade when avatar is walking around and then stopping at > 5K X or Y position since the deceleration looks increasingly choppy. If this is a precision issue, we really need to make Character2d use kinematic (character?) physics rather than dynamic. That said, even if this issued is fixed this way, it's still surprising how close to the origin that Aether physics precision degrades...