FAQ
The collision shapes poke out of the texture
Keep Edge Clearance at -1 (automatic) and use Circle shapes on the hexagon pattern. Squares overlap their diagonal neighbours at rest and reach past their second neighbours once they rotate. See Shapes.
The softbody sags, or stays leaned over after being pushed
Joints between neighbours only cannot hold an overall shape. Set Joint Reach to 2 (the default for new softbodies) so bodies two hops apart are jointed too, and lower Softness if it is still too loose. See Joints.
Nothing breaks in force mode
Force mode needs Godot Rapier Physics installed and selected as the 2D physics engine; the node shows a warning otherwise. Turn on Debug Draw → Joints to see the load each joint carries and set Break Force below the peak you want to survive.
I can pull a body out of the middle and tear it free
Interior Strength (default 4) makes joints deep inside need that many times the threshold, so tears start at the edge and run inward. See Breaking.
The node says it must not be scaled
Physics engines do not support scaled rigidbodies. Set the node's scale back to (1, 1) and use Bake Scale instead; scaling in the editor now does that for you. See Regions.
A small piece stays behind after the softbody breaks apart
That was a bug in versions before 1.8: the wrong body was retired when a joint was removed. Update the plugin.