As you can see in the video I am using rigid bodies for my bullets and for some reason they apply an absurd amount of force onto every object I shoot so I have had to drastically increase the weight of everything I make, but now I am trying to add enemies and the bullets are stopping them dead in their tracks preventing them from moving forward, I can't adjust the weight of the bullets to be any lower so I am looking for literally any solutions whatso ever to make it so that they don't apply insane forces to everything
#Bullets still apply crazy force despite being light as a feather
4 messages · Page 1 of 1 (latest)
Well i don't know the exact numbers, but in reality a lot of the kinetic energy of bullets gets absorbed by deformation of either the target or the bullet itself. So maybe that just how bullets would act if the impact is perfectly elastic (no absorption), like physics engines do it my default.
So you could maybe fix this by giving the bullet a physics material with absorption enabled (and of course also the other settings adjusted accordingly).
Or maybe just don't use RigidBodies for bullets? given that the important part of them is the hit detection (which isn't that reliable on RigidBodies in my experience), i would just use something like an StaticBody with move_and_collide().
and at a certain speed, just using raycasts would probably not be too different, and much more reliable.
Yea I think static body is probably going to be for the best, I liked the bullet drop of rigid but it probably isn't necessary for my game