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:bust_in_silhouette: Asked By Quantemplation

In short: I want a way to still use the Godot 2D physics gravity, but to simulate charge. Problem is, unlike gravity, two particles in same area should not experience the same acceleration. To get around this I think I could convert the gravity/(rgs+1)^2 into q1q2/((r*gs+1)^2 if I had a way to multiply the gravity value by the gravity value of the object being acted on.

I know I can use collision layers to get around other problems. I just can not find a way to make two objects in the same field experience different accelerations. I know I can use the intergrate_force, get all the overlapping_bodies, and manually apply the calculation every frame, but I would really like to get the performance boost from using the built in physics. I know nothing about editing the source code of the engine, but if anyone has any advice for making two objects in the same area 2d at the same distance experience two different accelerations I would be grateful to know how.

:bust_in_silhouette: Reply From: Quantemplation

Found gravity scale feature under rigidbody, works.