Godot Version 4.2.1
Why RigidBody2D’s linear velocity’s x components change over time?
If you
lazy
to read this jump straight to the problem.
Setup:
I am using RigidBody2D
to do some physics for me. So I Created 2d scene with Node2D
and added RigidBody2D
as child. Now for the body (Referring to RigidBody2D
I added ) I added
Sprite2D
with texture for it and CollisionShape2D
which is required by the body.
And I changed position to (100, 500) and linear velocity to (500, -700).
Important: I did not use any scripts.
Fine part:
When I run the project the body is traveling in a parabola which is fine because the gravity affecting the linear velocity.
The problem:
As per physics gravity doesn’t affects the x component of the linear velocity but the y component. But rather it staying in 500 (which I initially set) it is reducing over time. I don’t know what affecting it.
Solutions I tried:
I messed with some values nothing helps but I change linear_damp_mode to Combine the reduction decreased. Yet still deviation is considerable.
Help:
I want to know what causes this phenomenon. And how to avoid it. Thank you for your time.