Godot Version
4.4.1.stable
Question
every so often, i want to set a RigidBody3D transform to something else
but whenever i do, if there are other RigidBodies on top or below of it they get flinged very fast or immediately disappear
setting linear_velocity
and angular_velocity
to zero helped, and switching back to godot physics completely fixed it, but it has other issues and i want to use jolt physics.
here is the code:
@rpc("any_peer")
func __part_move(new_transform: Transform3D, anchor: bool):
__delete_welds()
linear_velocity = Vector3.ZERO
angular_velocity = Vector3.ZERO
transform = new_transform
transform.basis = transform.basis.orthonormalized()
freeze = anchor
i have also tried setting the transform in _integrate_forces
, but it seemed to have no effect