Doing some testing currently on a very basic prototype and the _on_RigidBody2D_body_entered(body) signal is not firing when used on a static body when a rigid body collides with it?
Is this intentional? All works as expected if I change my static body scene into another rigid body, so I do think it is the static body parameter that is impacting me here.
How can I access the static body (body) that has been collided with in this instance? I am trying to give the player score based on the platform (static body) that they bounce off. Think pinball bumpers....