I made this question earlier in the godot discord but I didn't get much further, might as well see if someone can help me here. Let me know if I need to clarify anything further or post some code.
I'm using RigidBody2d character mode for my player and I'm facing some barriers. Being more specific I want to have moving platforms in my game and friction doesn't do a good job at "Linking" a moving KinematicBody2d to a RigidBody2d.
I would really like to keep the Rigidbody behaviors(gravity, damping, impulse, force) and have the ability to snap my player to the platform/add the same amount of speed as the platform (or any other solution you could help me think about). I spent the afternoon trying to figure this out but didn't find anything that would help me with this so i tried Kinematicbody2D wich was not as good as i expected, it looks like I'll have to do a lot of work to get close to what I have now and I don't even know how I would go about coding those behaviors.
So the question is, should I stick to the RigidBody2d approach (If yes what should i do?) or should i consider a lost cause and go for reproducing those behaviors in a KinematicBody2d?
Even if you dont have an answer to this I would really appreciate an opinion about it.