title: Node not attached to plane when physicsbody is activated
body: <p>I try to let a car drive over my table via ARKit.
  To detect the plane and add a 3D Object on it via ARKit couldn't be simpler and its very accurate, so everything is fine.</p>
  
  <p>But when I configure the table plane as <code>SCNPhysicsBody.static/kinematic</code> and the car as <code>SCNPhysicsBody.dynamic</code> the car always flys about 10cm above the plane for no reason.
  I could already find out that it depends on the mass of the car. If I set it to 0 or doesn't give the car a <code>SCNPhysicsBody</code> at all, everything work fine again.</p>
  
  <p>I already activated <code>sceneView.debugOptions = [.showPhysicsShapes]</code> to see the boundingbox thats maybe to big or something, but everything looks fine.</p>
  
  <p>Update:
  I played a bit with the scn file and found this option to set a physics shape. After changing it to <code>Shape: Box</code> I saw a boundingbox that should not be that deep:</p>
  
  <p><a href="https://i.stack.imgur.com/YdX5J.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/YdX5J.png" alt="The BoundingBox lets the car floating"></a></p>
  
  <p>So the green box stand on the table, but it looks like the boundingbox is shifted down a bit, should be up to the spoiler.
  How can I adjust them, when I open it in an 3D Editor ist stand flat on the surface.</p>