I have no idea, what exactly servo control does, but I have an idea.
WARNING: Full of assumptions.
Reading the description, I assume servo control tries to force the object
to your specified x/y/z velocity (which is 0,0,0 since you want your object to stop)
by applying a force on your object.
Whenever your object moves on a slope, its impulse is parallel to the slope,
so whenever you release your key, servo tries to stop the object by applying
a force antiparallel to your impulse.
Since the ground is a slope, eg not parallel to x/y/z, the servo force need to apply
a force with x/y/z components to create an antiparallel force.
In your actuator however, you limited the force in the y direction,
so your servo can only apply the force in the x and z direction!
Now, what does it mean? Let me draw a picture.
The z component of the impulse can’t be counteracted by servo control,
so the object continues its movement in the z direction!
I don’t know if this is a possible solution for your game,
but in your test file you can simply uncheck the x and z boxes,
allowing your servo to apply the force in all directions.
That’s actually exactly what’s happening… I think. I could uncheck both of the x and z, and that works perfectly, but I am not using a method like this. I made this as a quick example. The movement in my game is actually set by a script. I could set the Z movement to 0 when I stop moving, but there’s a problem with this. If I am walking down a cliff, the player hangs in the air when I stop moving. This is something I don’t want.
But it’s still a good idea. If I can tweak it out to where there is no motion on the z axis unless it’s in the air, it will work perfectly. Though, to me, it seems like a messy solution
Thanks both of you for the ideas… I’ll see what I can do, as for anyone else, I’d appreciate it if anyone had their own ideas on how to prevent this.
The problem with turning the object from dynamic to rigid body is that, if/when the box tips over all the local axis will be messed up. Again, the cube in the blend is just an example, it’s not my actual game. Getting hit by any object in the game world seems like it would totally mess this up, again, because it will tip. Especially since in my actual game, the bounding box is shaped kind of like an upside down cone.
That’s pretty much what I did I guess that’s it then… Thanks everyone, I really appreciate it… All of it. I’m really happy to be able to ask questions here and have them answered within days and sometimes even hours.