Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

SoftBody3D

Inherits: MeshInstance3D < GeometryInstance3D < VisualInstance3D < Node3D < Node < Object

A deformable 3D physics mesh.

Description

A deformable 3D physics mesh. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.

Note: There are many known bugs in SoftBody3D. Therefore, it's not recommended to use them for things that can affect gameplay (such as trampolines).

Tutorials

Properties

int

collision_layer

1

int

collision_mask

1

float

damping_coefficient

0.01

DisableMode

disable_mode

0

float

drag_coefficient

0.0

float

linear_stiffness

0.5

NodePath

parent_collision_ignore

NodePath("")

float

pressure_coefficient

0.0

bool

ray_pickable

true

int

simulation_precision

5

float

total_mass

1.0

Methods

void

add_collision_exception_with ( Node body )

PhysicsBody3D[]

get_collision_exceptions ( )

bool

get_collision_layer_value ( int layer_number ) const

bool

get_collision_mask_value ( int layer_number ) const

RID

get_physics_rid ( ) const

Vector3

get_point_transform ( int point_index )

bool

is_point_pinned ( int point_index ) const

void

remove_collision_exception_with ( Node body )

void

set_collision_layer_value ( int layer_number, bool value )

void

set_collision_mask_value ( int layer_number, bool value )

void

set_point_pinned ( int point_index, bool pinned, NodePath attachment_path=NodePath("") )