Godot Version
4.2.2
Question
I am making a racing game. In this game, when a car hits an obstacle, such as a wall or barrel, I want to get the force of the collision and use it to apply damage based on it.
I previously did this by getting the linear velocity of the previous frame and using that to track force on the frame of collision. However, this no longer works. I think this is because I switched physics_process with integrate_forces (since the car nodes are rigid bodies). Now the linear velocity and previous linear velocity are the same.
Does anyone know another way to track the force of a collision?