JernejL wrote:It will if i understand correctly, this will still apply that mass of both objects will be taken into account, both bodies will affect each others still?
Yes, although idk the SetHingeBodyMassScaleRatio() function or what it does.
But in general, the purpose of joints is to solve the constraint respecting laws of physics, so masses of both bodies must be used.
The question is: Why do you want to ignore one of the masses, and why do you still want a physical representation of such a massless body at all?
If it is to get collision feedback, i would use a trigger volume instead.
If you want full collision resolution, i would use a compound, setting its mass properties as desired.
EDIT: If you want a body that can push others away but does not get affected itself, kinetic bodies exist in 3.14. You can set their transform manually each step, and there are helper functions to calculate it's velocities from that. (The velocities are needed for proper interaction with other, dynamic bodies.)