This actually works well enough for what I want but my boat has the mass set to 100,000 and my character to 1. It seems like an imperfect workaround. Since now if I have an explosion I would need to specify how much Impulse characters and boats get separately.
Also, side note, not all Impulse nodes have a Vel Change option.
I am using a simulated capsule for my main character’s movement, but this is good to know.
Well, my current understanding of kinematic bodies is that you need to specify where they are supposed to go. I want to keep the functionality of a simulating body, the way it rotates naturally when it collides with stuff. If the boat hit another boat I would want them to react normally.
I will just set the mass to a really high number for now. But it’s strange that I cant tell a simulating object to ignore the momentum of other simulating objects.
Maybe physics layers wouldn’t be the cleanest way to have control over this, I could imagine having an event before the physics kick in might also get the job done, not sure.