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VehicleBody Properties

The VehicleBody type exposes the following members.

Properties
  NameDescription
Public property_ImportPath (Inherited from Node.)
Public propertyAngularDamp

Damps RigidBody's rotational forces.

See for more details about damping.

(Inherited from RigidBody.)
Public propertyAngularVelocity

RigidBody's rotational velocity.

(Inherited from RigidBody.)
Public propertyAxisLockAngularX

Lock the body's rotation in the X axis.

(Inherited from RigidBody.)
Public propertyAxisLockAngularY

Lock the body's rotation in the Y axis.

(Inherited from RigidBody.)
Public propertyAxisLockAngularZ

Lock the body's rotation in the Z axis.

(Inherited from RigidBody.)
Public propertyAxisLockLinearX

Lock the body's movement in the X axis.

(Inherited from RigidBody.)
Public propertyAxisLockLinearY

Lock the body's movement in the Y axis.

(Inherited from RigidBody.)
Public propertyAxisLockLinearZ

Lock the body's movement in the Z axis.

(Inherited from RigidBody.)
Public propertyBounce

The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness).

Deprecated, use Bounce instead via PhysicsMaterialOverride.

(Inherited from RigidBody.)
Public propertyBrake

Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the Mass of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.

Public propertyCanSleep

If true, the body can enter sleep mode when there is no movement. See Sleeping.

Note: A RigidBody3D will never enter sleep mode automatically if its Mode is . It can still be put to sleep manually by setting its Sleeping property to true.

(Inherited from RigidBody.)
Public propertyCollisionLayer

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.

(Inherited from PhysicsBody.)
Public propertyCollisionMask

The physics layers this area scans for collisions. See Collision layers and masks in the documentation for more information.

(Inherited from PhysicsBody.)
Public propertyContactMonitor

If true, the RigidBody will emit signals when it collides with another RigidBody. See also ContactsReported.

(Inherited from RigidBody.)
Public propertyContactsReported

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).

(Inherited from RigidBody.)
Public propertyContinuousCd

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.

(Inherited from RigidBody.)
Public propertyCustomIntegrator

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.

(Inherited from RigidBody.)
Public propertyCustomMultiplayer

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

(Inherited from Node.)
Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyEditorDescription (Inherited from Node.)
Public propertyEngineForce

Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have UseAsTraction set to true and are in contact with a surface. The Mass of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.

Note: The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.

A negative value will result in the vehicle reversing.

Public propertyFilename

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

(Inherited from Node.)
Public propertyFriction

The body's friction, from 0 (frictionless) to 1 (max friction).

Deprecated, use Friction instead via PhysicsMaterialOverride.

(Inherited from RigidBody.)
Public propertyGizmo

The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor.

(Inherited from Spatial.)
Public propertyGlobalTransform

World space (global) Transform of this node.

(Inherited from Spatial.)
Public propertyGravityScale

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.

(Inherited from RigidBody.)
Public propertyInputCaptureOnDrag

If true, the CollisionObject will continue to receive input events as the mouse is dragged across its shapes.

(Inherited from CollisionObject.)
Public propertyInputRayPickable

If true, the CollisionObject's shapes will respond to RayCasts.

(Inherited from CollisionObject.)
Public propertyLinearDamp

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.

(Inherited from RigidBody.)
Public propertyLinearVelocity

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.

(Inherited from RigidBody.)
Public propertyMass

The body's mass.

(Inherited from RigidBody.)
Public propertyMode (Inherited from RigidBody.)
Public propertyMultiplayer

The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree).

(Inherited from Node.)
Public propertyName

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.

(Inherited from Node.)
Public propertyNativeInstance (Inherited from Object.)
Public propertyOwner

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.

(Inherited from Node.)
Public propertyPauseMode

Pause mode. How the node will behave if the SceneTree is paused.

(Inherited from Node.)
Public propertyPhysicsMaterialOverride

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.

(Inherited from RigidBody.)
Public propertyProcessPriority

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.

(Inherited from Node.)
Public propertyRotation

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.

(Inherited from Spatial.)
Public propertyRotationDegrees

Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

(Inherited from Spatial.)
Public propertyScale

Scale part of the local transformation.

(Inherited from Spatial.)
Public propertySleeping

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.

(Inherited from RigidBody.)
Public propertySteering

The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have UseAsSteering set to true will automatically be rotated.

Public propertyTransform

Local space Transform of this node, with respect to the parent node.

(Inherited from Spatial.)
Public propertyTranslation

Local translation of this node.

(Inherited from Spatial.)
Public propertyVisible

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).

(Inherited from Spatial.)
Public propertyWeight

The body's weight based on its mass and the global 3D gravity. Global values are set in Project > Project Settings > Physics > 3d.

(Inherited from RigidBody.)
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See Also