Did the behaviour of RigidBody2D combined with PinJoints2D changed between Godot 2 (stable) and 3 (alpha2)?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By rolfpancake
:warning: Old Version Published before Godot 3 was released.

System

Windows 7 x64
Godot_v3.0-alpha2_win64

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

Scene

I use the following scene structure:
Godot3_RigidBody2D_PinJoint2D_Rotation

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!

Script

This is the script attached to World:

extends Node2D

func _physics_process(delta):
	$A.rotate(delta)

Problem

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.

Media

An animation for showing the behaviour

Minimal project

Download the project’s .zip from Zippyshare.com

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…

rolfpancake | 2017-11-22 10:37