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Asked By | S Arrowsmith |
I’m trying to create some kind of Spatial
which has its x
and z
position controlled by an AnimationPlayer
but its y by collisions (and optionally gravity). Axis-locking a RigidBody
doesn’t seem to work, presumably because this means nothing can change values on the locked axes. The best solution I’ve got so far is to have one node being controlled by the animation and the one I’m interested in as a separate KinematicBody
which has a _physics_process
which moves it towards the animated node.
Is there a better way of doing this?