Why is my Kinematicbody2D breaking gravity for my Rigidbody2D when brought to a stop?

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:bust_in_silhouette: Asked By HeroicNate

If I use my kinematicbody2d to completely stop a rigidbody2d’s decent, then slide out from under it, the rigidbody no longer seems to recognize gravity. As soon as I tap it, gravity comes back. Can anyone tell me what I’m doing wrong here?

I’m using move_and_collide for the Kinematicbody and everything else is standard physics body settings.

it’s a bit hard to guess what’s happening without knowing what other parameters are at play.
But, during run time, on your [scene tab], you can click [Remote] and click on the rigidbody2d and inspect it’s properties. You can check the sleeping properties, gravity, etc… and see if something is preventing your rigidbody2d from falling.
You can also turn on [visible collision shapes] under [Debug]

bloodsign | 2021-03-14 23:24

I started over with a new scene and didn’t have the same issue. My guess is that I resized the whole node rather than changing the collision shape extends and that caused a whole bunch of funky stuff to happen. I’m being extra careful that I don’t do that this time.

I’ll definitely go back and try your advice.

HeroicNate | 2021-03-14 23:32