I have created a physics simulation with one wall (StaticBody), two circles that are movable (RigidBodys, each one is connected to a "cursor" (KinematicBody without collision) through a generic 3dofjoint setted up as linear spring in X and Z direction) and one puck (RigidBody) that is just moved by physics.
Althrough it is 3d, the physics is 2d because the Y-Axis is locked for all nodes.
What I have done:
I moved the two circles through the cursors so they presses the puck against the wall.
What I would expect:
Because the circles are moved through cursers connected through springs, they stop moving if it is not possible because the puck is in the way and the springs expands.
What happened instead:
The puck get moved into one of the circles and get stuck into it. I can move the circle around and if I am fast enough, the puck stops stucking and is thrown away.
What do I have to do to get the behavior that I would expect?