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Took me three solid days and precisely this post to figure out how the function works. And while the documentation might technically be correct it didn't help me much using it the first time. |
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apply_force
andapply_impulse
at a position uses a global offset which can be very confusing and misleading.The problem:
I honestly don't think a global offset for a force applied at a point is the most common use case.
I also misunderstood the name
offset
as a local offset(local space position), passing the child object's position where I wanted the forces applied at.Having to use (
global_position - point_to_apply_node.global_position
) is also very awkward.The proposed solution:
I know we can't change apply_force itself as to not break compatibility,
But I'd like to propose we add some explicit methods for rigidbody3d like
apply_force_at_world_position
andapply_impulse_at_world_position
.--
As a side note.
Other engines also seem to use a global position when applying forces. With
AddForceAtPosition
(world space) in Unity. AndAdd Force at Location Local
(local space) andAdd Force at Location
(world space) in Unreal.Beta Was this translation helpful? Give feedback.
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