- Edited
I set up a simple Godot project with just a floor, a player and a box object because I want to test the Fmod 3D spatial sound functions ( a listener and then some sound sources). I put the player a bit up in the air to see if the player would fall down but it does not fall down. And I cannot move the player by applying force. [ApplyCentralForce].
I can move the Player if I attach a script to the topnode (I have the RigidBody3d as a child of a topnode I call Player) and just changing the position of this top node. [GlobalTransform = new Transform3D(
GlobalTransform.Basis,
GlobalTransform.Origin + (input * 10.0f * (float)delta)
);]
So it looks as if there is something wrong with the physics setup? It is as if Axis lock has been set on the RigidBody3D but those are not on.
What is even more frustrating is that I got this to work in an earlier game/test I made where I even have bouncing balls in different colors. I have tried to compare that project to this one but fail to see what I did in that project that made the physics work. I am using the godot physics engine in this latter project which I also did in the previous project - but there I later changed it to the JoltPhysics3D to see how that worked.
Any ideas?