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Describe the bug In Godot, it's possible to use Area2D nodes, to define custom gravity settings. Example, using Godot Physics:
The large planet is a static body, with a gravity well defined thusly:
The smaller planets are RigidBody2D, and stick to the larger planet. Here are my physics settings:
When using Box2D, the following behaviors are observed:
Changing the default physics settings (e.g., setting anti gravity), doesn't appear to fix the problem.
To Reproduce Steps to reproduce the behavior: I will provide a test
Expected behavior A clear and concise description of what you expected to happen.
Project I will add one later! Sorry.
Versions (please complete the following information):
The text was updated successfully, but these errors were encountered:
@Ughuuu here is the project: area2dgravity.zip
It's all setup for you to play! Just press f5.
What you should see:
Once you've confirmed it's working, change the physics server to Box2D, and observe the chaos!
Sorry, something went wrong.
It is a bit strange indeed. Will need to investigate it.
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Describe the bug
In Godot, it's possible to use Area2D nodes, to define custom gravity settings. Example, using Godot Physics:
The large planet is a static body, with a gravity well defined thusly:
The smaller planets are RigidBody2D, and stick to the larger planet. Here are my physics settings:
When using Box2D, the following behaviors are observed:
Changing the default physics settings (e.g., setting anti gravity), doesn't appear to fix the problem.
To Reproduce
Steps to reproduce the behavior:
I will provide a test
Expected behavior
A clear and concise description of what you expected to happen.
Project
I will add one later! Sorry.
Versions (please complete the following information):
The text was updated successfully, but these errors were encountered: