I believe there is a an issue with the Move Node when Physics is enabled on the Asset. If you enable physics on your asset and apply a Move node and set your asset to move say in the -Z direction with for example 0,0,-5 for the speed you will notice that gravity no longer works. I believe this bit of code Code: let vel = phys.linearVelocity(); vel.x = speed.x != null ? speed.x : vel.x; vel.y = speed.y != null ? speed.y : vel.y; vel.z = speed.z != null ? speed.z : vel.z; Should read like this. Code: let vel = phys.linearVelocity(); vel.x = speed.x != 0 ? speed.x : vel.x; vel.y = speed.y != 0 ? speed.y : vel.y; vel.z = speed.z != 0 ? speed.z : vel.z; Once you do this gravity works again.
Thank you so much for posting this. I was so confused why it worked before and it didn't now. I have been racking my brain. I thought maybe I did something to jack up the code. Again, thank you. -Shawn
No problem. Glad it helped you out Have a look at some of the nodes I’ve posted you might be interested in those too
I also want to add my thanks! Had the same problem, made the same change to the code and it now works, thank you!
I thought this would be fixed in the final release. Why does it still happen by default? Does anyone else experience this?
To anyone stumbling across this in the near future. It's not a bug, it's a feature (obscure though). If you don't wan't to set value to some velocity axis, you should leave its field empty. When you are setting it to 0 the node actually sets that part of the velocity to 0 (thus overriding the gravity if you set Y-value). We are working on better UI and better docs to make this less confusing.
Yes I tried all sorts none, null etc but never empty. There you go. I found out about the blank on the recent tutorial video Thanks for the info @k0rzun1n