well that is not very useful. Although I didn't explained it so not very useful either.
Let me rephrase it.
So I have a object (cylinder), supposed to be a barrel, which is a rigid body. Than I want to see how well it is interacting with the ground, stickness, mass, etc. So I Apply a central force to it like
apply_central_impulse(-get_transform().basis.xform(dir * 0.15))
where "dir" is a Vector3, as one should do to use the physics engine.
This works as it should work, on a giant flat world.
Now, my ground tiles are procedure generated, and I'm placing them one by one.
The ground tiles is a static body.
The problem is, when I place the ground it keeps like an edge or some round errors between them, and the object get stuck.
I was expecting it to just works and the barrel just slides/roll over the intersection between two ground tiles, as it is the same scene placed side by side, with the same Y level, and all have flat positions in the 3D coordinates
I don't see the point of using KnematicBody and have to remake all the physics for all objects in the world, even less for a static ground. Isn't that the purpose of the rigid body?
From your comment "want to translate objects" I would imagine that I'm placing the ground tiles with the wrong function, since I'm using translate in
ground.translate
I don't want to move any ground, I'm just placing it on the fly. So maybe a better way to place the static body on the world and have it be placed precisely without messing with the physics engine some how, any ideas on that?