It only moves if the character controller steps on it or if another body is dropped on top of it.
Video showing removal of bottom bodies and the actor staying floating:
Alternative Approach
If I remove the actors and WHILE CARRYING one of the removed actors I DO NOT MOVE, the actor that stays, keeps floating and is not affected by gravity (this is the problem described above):
But if I MOVE while HOLDING AN ACTOR that I removed, the actor that stays react right away and falls down:
But why is that, since inspecting the collision shapes show that they are always moved out?
Yes, I think your object is not emulating physics… other sticks can go through it… (In the editor you can also make the capsule emulate physics… you don’t need the node) (You have to configure the collions too… if you have the collions misconfigured the physical ones may not work)
From you can see from the physics settings in the image attached to the original post, they all have Simulate Physics On and Gravity is Enabled for all of them. They are also set to PhysicsActor in the Collision settings.
In the beginning of the game, before I take them out with the character they are even simulated:
Is it a multiplayer game? If so, maybe you should replicate the object… non-replicated objects in a multiplayer game do very strange things… like that for example
I would copy another one of those sticks that behaves correctly and delete the one that behaves badly. It will be the fastest. You probably have something in the configuration different from the others. Might even have an invisible collision element… Easy path, Copy and Paste…
I almost solved by creating a Physics Material and tweaking the Sleep Linear Velocity Threshold, Sleep Angular Velocity Threshold and Sleep Counter Threshold parameters.
They still go to sleep, but correctly wake up when they lose their supporting bodies.
Solved by forcibly waking up objects near the picked up object. Seems very hackish, as I’d expect rigid bodies to wake up when they lose their supporting ground, but if it works, it works!