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(+1)

Good work. Always tricky to use physics in a game.

Are you using the "new" physics engine (Jolt) or the Godot default?

(+1)

It's all the Godot default. I have a StaticBody2D which follows mouse position in the process method. Connecting a PinJoint2D (with softness enabled) to a RigidBody2D, The RigidBody2D has Area2D with custom gravity as child-node.