RigidBody Properties |
The RigidBody type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
AngularDamp | Damps RigidBody's rotational forces. See for more details about damping. | |
AngularVelocity | RigidBody's rotational velocity. | |
AxisLockAngularX | Lock the body's rotation in the X axis. | |
AxisLockAngularY | Lock the body's rotation in the Y axis. | |
AxisLockAngularZ | Lock the body's rotation in the Z axis. | |
AxisLockLinearX | Lock the body's movement in the X axis. | |
AxisLockLinearY | Lock the body's movement in the Y axis. | |
AxisLockLinearZ | Lock the body's movement in the Z axis. | |
Bounce | The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness). Deprecated, use Bounce instead via PhysicsMaterialOverride. | |
CanSleep | ||
CollisionLayer | The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the CollisionMask property. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See Collision layers and masks in the documentation for more information. | |
CollisionMask | The physics layers this area scans for collisions. See Collision layers and masks in the documentation for more information. | |
ContactMonitor | If true, the RigidBody will emit signals when it collides with another RigidBody. See also ContactsReported. | |
ContactsReported | The maximum number of contacts that will be recorded. Requires ContactMonitor to be set to true. Note: The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner). | |
ContinuousCd | If true, continuous collision detection is used. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses fewer impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects. | |
CustomIntegrator | If true, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the _IntegrateForces(PhysicsDirectBodyState) function, if defined. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
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. | |
Friction | The body's friction, from 0 (frictionless) to 1 (max friction). Deprecated, use Friction instead via PhysicsMaterialOverride. | |
Gizmo | The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor. | |
GlobalTransform | World space (global) Transform of this node. | |
GravityScale | This is multiplied by the global 3D gravity setting found in Project > Project Settings > Physics > 3d to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. | |
InputCaptureOnDrag | If true, the CollisionObject will continue to receive input events as the mouse is dragged across its shapes. | |
InputRayPickable | If true, the CollisionObject's shapes will respond to RayCasts. | |
LinearDamp | The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden. See for more details about damping. | |
LinearVelocity | The body's linear velocity. Can be used sporadically, but don't set this every frame, because physics may run in another thread and runs at a different granularity. Use _IntegrateForces(PhysicsDirectBodyState) as your process loop for precise control of the body state. | |
Mass | The body's mass. | |
Mode | The body mode. See RigidBodyModeEnum for possible values. | |
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.) | |
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. | |
PhysicsMaterialOverride | The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. | |
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 part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful. | |
RotationDegrees | Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). | |
Scale | Scale part of the local transformation. | |
Sleeping | If true, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the ApplyImpulse(Vector3, Vector3) or AddForce(Vector3, Vector3) methods. | |
Transform | Local space Transform of this node, with respect to the parent node. | |
Translation | Local translation of this node. | |
Visible | If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true). | |
Weight | The body's weight based on its mass and the global 3D gravity. Global values are set in Project > Project Settings > Physics > 3d. |