Move child nodes with dynamic SCNPhysicsBody through parent node animation

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 X


All 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.

Move child nodes with dynamic SCNPhysicsBody through parent node animation
 
 
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