PinJoint2D Properties |
The PinJoint2D type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
Bias | When NodeA and NodeB move in different directions the bias controls how fast the joint pulls them back to their original position. The lower the bias the more the two bodies can pull on the joint. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DisableCollision | (Inherited from Joint2D.) | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
GlobalPosition | Global position. | |
GlobalRotation | Global rotation in radians. | |
GlobalRotationDegrees | Global rotation in degrees. | |
GlobalScale | Global scale. | |
GlobalTransform | Global Transform2D. | |
LightMask | The rendering layers in which this CanvasItem responds to Light2D nodes. | |
Material | The material applied to textures on this CanvasItem. | |
Modulate | The color applied to textures on this CanvasItem. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. | |
NativeInstance | (Inherited from Object.) | |
NodeA | The first body attached to the joint. Must derive from PhysicsBody2D. | |
NodeB | The second body attached to the joint. Must derive from PhysicsBody2D. | |
Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
Position | Position, relative to the node's parent. | |
ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. | |
Rotation | Rotation in radians, relative to the node's parent. | |
RotationDegrees | Rotation in degrees, relative to the node's parent. | |
Scale | The node's scale. Unscaled value: (1, 1). | |
SelfModulate | The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems. | |
ShowBehindParent | If true, the object draws behind its parent. | |
ShowOnTop | If true, the object draws on top of its parent. | |
Softness | The higher this value, the more the bond to the pinned partner can flex. | |
Transform | Local Transform2D. | |
UseParentMaterial | If true, the parent CanvasItem's Material property is used as this one's material. | |
Visible | If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true). Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead. | |
ZAsRelative | If true, the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5. | |
ZIndex | Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. |