RigidBody3D knocks CharacterBody3D high and away

Godot Version

4.3

Question

I am working on a game where the player is a helicopter.

I am setting up a bomb weapon for the player.
The bomb hierarchy is
a RigidBody3d with

  • Mass 1kg
  • a mesh,
  • a CollisionShape3d with a CapsuleShape3d with Height=0.02m and Radius=0.016m (SMALL) ,
  • an Area3d “HitBox” with
    – a CollisionShape3d with a CylinderShape3D
  • Timer
  • GPUParticles
  • CSGBox3d (for visualization)

My enemies are CharacterBody3D with:

  • CollisionShape3d with a BoxShape3d (0.3, 0.6, 0.83) or (1, 1, 1.2)
  • Mesh+animationplayer+GPUParticles
  • Timer
  • an Area3d “HitBox” with
    – a CollisionShape3d with a BoxShape3d
  • The enemies move using move_and_slide()
  • The enemies sometimes jump

The ground is currently a CSGBox3d (500, 1, 500)

I have not setup damage yet.

2 Questions:
:red_question_mark: The bombs fall through the ground if dropped from a height over about 1m.
This doesn’t surprise me.
Can anyone point me to documentation about minimum object sizes and collisions?

:red_question_mark: I’ve found that sometimes the interaction between the enemy’s CharacterBody3D and the bomb’s RigidBody3d causes the enemy to go flying across the gamespace.
I assume this is because of the move_and_slide() interacting with the small 1kg bomb collider…similar to “slipping on a banana peel”
Can someone fully explain what/why this is happening? I would like to fully understand it and if there is a way to assign mass to a CharacterBody3d.

Thank you!