Here is an interesting issue that i have been stuck on for a while and couldn't figure out. I'm playing around in SceneKit (using swift). Whenever or wherever i attempt to put objects with a dynamic physics body into a node hierarchy (i.e add them as a child to another node), the physics bodies separate from the models (sometimes the models just fly away etc). It always works perfectly if I set the bodies to static. Has anyone heard of such thing?
Edit: Sorry if it was slightly unclear previously. Just to add some more information on the issue:
I create the parent node multiple times in a scene. The first time it is created everything is perfect, even objects with dynamic bodies. Now if i create another instance of the parent node further down the z axis for example, the dynamic physics bodies appear to be exactly in the right place but the 3d model not connected to the physics body. Sometimes the model is in sight but nowhere near the physics body or not to be seen at all. If it is visible, as soon as my main game object collides with the dynamic body, the physics body responds as expected but the model disappears instantly. So just to clarify, the dynamic physics body is behaving normally but my imported model that the dynamic body belongs to does not. This is only the case when my object is in a node hierarchy.
As far as setting them to not be affected by gravity, I actually do want them to be affected by it!
Thanks! Sam