"Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform. Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time. Deactivated (sleeping) rigid bodies don't take any processing time, except a minor broadphase collision detection impact (to allow active objects to activate/wake up sleeping objects)" - http://bulletphysics.com/Bullet/BulletFull/
Imago wrote:Found it. Here you go:
fallRigidBody->setActivationState(ACTIVE_TAG);
Hmm, still didn't work for me. Just has the same result. At the moment I am recreating the body every time I wish to set the position. Let's hope this isn't too expensive doing many times.