Ok so I found a workaround for the issue. It actually works pretty good so far, still its not ideal, and I just tested it for a single non-prefab object with no parent, but it is at least something. A Physics:Refresh() function maybe would be a good idea? But thats just my unprofessional opinion.
function Script:Start()
self.startPos = self.entity:GetPosition(true)
end
function Script:UpdateWorld()
if self.moved then
--Move the object one frame after I gave it mass then remove the mass and set it back to scene collision
self.entity:SetPosition(self.startPos.x + 15, self.startPos.y, self.startPos.z, true)
self:SetMoveMode(false)
end
if keyHit.K then
self:SetMoveMode(true)
self.moved = true
end
end
function Script:SetMoveMode(state)
if state then
self.entity:SetCollisionType(Collision.Prop)
self.entity:SetMass(10)
else
self.entity:SetCollisionType(Collision.Scene)
self.entity:SetMass(0)
end
end
Future will show if this will also work for my more complexe scene...
EDIT: @mdgunn Just saw your reply. Yeah my sentence was a little weird. I meant that with this method, all of my objects will have dynamic physics, and objects (like wodden planks) I place on the roof of a room will fall to the ground when mass is enabled. However as you can see above I found a solution, at least for the moment.