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Asked By
spiderbyte87
I’m trying to get two RigidBodies with Area node gravity to attract each other without issues. So far no matter how I set the area nodes, I either get one attracting the other, a standstill, or one or both vibrating/wobbling. I’ve tried messing with override, priority, gravity, mass, etc. to no avail.
I need to instance a bunch of these so I’d like to let the engine handle the physics if possible. Also, if possible, I’d like to have one of the RigidBodies be a controllable player.
This should work pretty much “out of the box” without any code. I just tried it out and it works fine with this setup:
RigidBody2D
Sprite
CollisionShape2D (circle)
Area2D
CollisionShape2D (circle)
I set the global gravity to 0 in the Project Settings. I changed nothing on the RigidBody2D, except to set its linear/angular damp to 0, so the body won’t experience drag.
On the Area2D I set the following:
Space Override: Combine Gravity Point: On Gravity Vec: (0, 0)
Adjust gravity strength and body mass as desired. Here’s an example with two bodies, each with a random initial linear_velocity:
Can you add all the code used Please? I am new to godot and cant seem to get something like this working (attracting enemies to player using point gravity.)
Elliot__C | 2021-02-26 07:48
There is no code in this example. I only set the node properties as described.