To whom this may concern,
I have spent the past two months developing my first game, using Godot. I was trying to create something similar to Marble it Up. So I worked on getting the ball to roll, then getting a camera that didn't roll with the ball, then getting the ball to roll based on the camera's orientation. Everything was going alright until last week, when I ran into a problem with _integrate_forces(state)
Since then, I've gone down a rabbit hole, trying to find various fixes. I did find a workaround of sorts by switching from Bullet Physics to Godot Physics. Then I added some test meshes, to see how well this worked. This is when I learned about the titled problem, which I cannot find any solution for. There's a lot of issues documenting this problem, this might be the best one I've found: https://github.com/godotengine/godot/issues/50463
I have no idea if there is a workaround. I have tried everything I could think of, including jacking up the Physics Framerate to 240, which does mitigate the issue, but it also makes the game run in slow motion. I chose Godot because I wanted to make my game open source, so people could create derivative works. Is this game salvageable?