I'm trying to decrease size of instanced `RigidBody2D` scene, through code. With `scale()`, I'm trying to decrease the size of the image/sprite that's attached to the `RigidBody2D`. The problem is, it's not working. No matter how much I try to scale down, the size of the blood drop circle remains the same. --- const blood_druple_scn = preload("res://Scenes/blood.tscn") func spawnBlood(): var newBlood = Blood_druple_scn.instance() rotationAdd = rotationAdd + 30 if(switchBloodSize == 0): set_scale(Vector2(2,1)) //This part is my problem print("blood size: ", newBlood.get_scale()) add_child(newBlood) switchBloodSize = 1 elif(switchBloodSize == 1): newBlood.scale(Vector2(0.5,0.5)) //This part is my problem print("Blood size: ", newBlood.get_scale()) add_child(newBlood) switchBloodSize = 0 newBlood.set_pos(Vector2(100,100)) rotate(rotationAdd) As you can see, I have two different `if` conditions, each with a different `scale()` and size. Sadly, both remain the same size. The strange part is that it does display the scale values as been altered, yet the `newBlood` instance is not visually changing. Why is this?