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I have a player using a CharacterBody2D that jumps and lands on an enemy created as a RigidBody2D. The enemy hovers up and down as it heads towards the player. When the player stomps the enemy he automatically jumps. I aim to make this jump consistent (player always goes up the same amount). However, if the enemy is moving up as it gets stomped it seems to transfer energy to the player, making it go higher (which I do not want).
I would like to know how I can go about removing the transfer of energy in a collision.