Quick answer: Godot 4 RigidBody mass effectively doubled after a runtime shape change? Mass property's multiplier reapplied on shape recompute - explicit set after change.

Object's collision shape switched; mass should stay 100; effective mass becomes 200.

Reset mass post-change

body.change_shape(new_shape)
body.mass = 100

Force mass back; multiplier reset.

Or use linear_mass directly

Bypasses the multiplier. Direct kg value.

Audit shape changes

Each runtime shape mutation: mass behavior documented.

“Mass and shape interact. Changing one resets calculations for the other.”

If your physics has variable shapes, the mass reset after shape change is the discipline.

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