sorry for the duplicate, must have clicked one too many times and Godot does not let me delete it.
And yes, the code looks similar and it does work when I set the gravity scale in the ready part (be it by calling a group or by directly setting gravityscale to 1).
What I am ultimately trying to do is to have a button in another scene that sends a signal and the receiver of that signal calls the group with the blocks and activates gravity.
So my full setup is
For the level scene:
Node (that I named 'Level')
- Button node with a signal connected to the node
and that Level node I have the following code:
func _on_Button_pressed():
get_tree().call_group("Block","add_gravity")
and then in another scene I have the block with the rigidbody, and on that rigidbody I have the following code:
func add_gravity():
print("gravity")
gravity_scale = 1
When the button is pressed, gravity is printed to the console, so I know the function triggers, and when I print the gravity_scale it is set to 1. But the object is not falling.
Sorry, should have explained the full thing straight from the start; I thought I could keep it a little more isolated. And thank you so much for the help!