Godot Version
4.4
Question
I’ve got a 2D Skeleton Setup, and I’m scaling the root bone I added to make everything smaller when the player falls into a hole. It works fine. But I have added PinJoint2D’s in the eye-sockets to make the eyes bounce around. Again this work fine.
However, when I call the animation that scales the root bone down, it properly scales everything down besides what it attached to the PinJoint2D. (only in game)
Is this normal behavior?
I tested all three 2D joint sub-classes as well, and it seems the issue lies with the parent class Joint2D.
I’ve attached a video, ignore that the node is called GrooveJoint2D, I changed the type and tested all 3 setups.
Is the Joint2D supposed to preventing scaling at some level? I assumed it would only be operating in it’s physics process the change to the positions. Or perhaps I messed up something in my scene tree, but I can’t see anything apparent.