I'm doing a game which is a boardgame with characters moving on a chess like board in 3D using SceneKit.
The nodes tree is defined as follow :
rootNode <-- GameRotationNode <-- GameBoardNode <-- GameNode 1...GameNode XAll GameNodes are direct children of GameBoardNode.
GamesNodes are either static or moving nodes. All static GameNodes have either static or no physicsbody. Moving GameNodes have dynamic physicsbody.
I'm applying a constant rotation through the Y axis to the whole game board with the following code
let Action = SCNAction.repeatForever(SCNAction.rotateBy(x: 0, y: degreesToRadians(Degres: 90), z: 0, duration: 5))
GameRotationNode.runAction(Action)My issue is that the GameNodes with dynamic physicsbody are not rotating like the rest of the GameNodes. Everything else is rotating.
If I change the physicsbody of the moving GameNodes to static or none, then they rotate also...but I need the dynamic physicsbody on those ones.
Is this a limitation of physicsbody management of SceneKit?
Or are there other ways to achieve what I want?
Thx,
J.