What is a good way to have different gravitation directions in 3D?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By mray

Disclaimer: I’m a bloody beginner.

Where in the code would I start to introduce this concept?:

enter image description here

Any player can walk up on the inside planes of a giant cube, switching the gravitational direction.
Upon switching the player can walk, jump, shoot/throw on his plane as if it was the “correct” gravity , but other players remain on their gravity plane, walking, jumping and shooting with their own interpretation of what is down.

I fear Godot assumes there is only one gravity (pointing downwards) in many prebuilt functions that are commonly used in physics, player movement and so on…

:bust_in_silhouette: Reply From: sash-rc

You can override default project’s (adjustable) gravity with Area.

Also, for a specific bodies you can disable gravity completely (by setting gravity_scale = 0) and apply force/impulse manually, in physics_process.

:bust_in_silhouette: Reply From: Help me please

You can achieve it using Local and global spaces in the godot editor. By using local space, when you rotate the object the object along with its axes would rotate

reference:-
https://kidscancode.org/godot_recipes/g101/3d/101_3d_01/#global-vs-local-space