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Odd behavior of physics joints when hundreds of static bodies are created at runtime, and scene is reloaded. #864

Answered by mihe
addmix asked this question in Questions
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A RigidBody3D (which I'm assuming your missiles are?) should ideally never be a descendant of another moving node, at least not one that moves every frame, like your airplane. This will cause the missiles to have their transform set every frame, which will interfere with the physics simulation. This is a problem in Godot Physics as well as Godot Jolt, although the ill effects with Jolt are typically worse and more pronounced, and is possibly what's causing these weird issues with the missiles.

I realize this may sound like a frustrating limitation, but that's where the Node3D.top_level property comes in handy, as you can have your desired scene structure and then right before the simulati…

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