+1 vote


Windows 7 x64

I tested this with Godot 2 and it works just fine. Godot 3 (alpha2) gave me some headaches though.


I use the following scene structure:

Please note:

  • World is a Node2D, A and B are RigidBody2D
  • A is pinned to World
  • B is pinned to A
  • The marked RigidBody2D inside A is not wanted!


This is the script attached to World:

extends Node2D

func _physics_process(delta):


This only works if I add another RigidBody2D to A. If it is not there, A rotates but B stays at its place.
With Godot 2 everything works fine without that additional RigidBody inside A.


An animation for showing the behaviour

Minimal project

Download the project's .zip from Zippyshare.com

in Engine by (1,036 points)

Just a little addition:
I totally missed the point, that a RigidBody2D has no mass when it has no CollisionShape attached. This means I didn't understand the whole concept till now. But I have to say that the described behaviour is still strange...

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.