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.

Joint3D

Inherits: Node3D < Node < Object

Inherited By: ConeTwistJoint3D, Generic6DOFJoint3D, HingeJoint3D, PinJoint3D, SliderJoint3D

Abstract base class for all 3D physics joints.

Description

Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies and apply a constraint.

Tutorials

Properties

bool

exclude_nodes_from_collision

true

NodePath

node_a

NodePath("")

NodePath

node_b

NodePath("")

int

solver_priority

1

Methods

RID

get_rid ( ) const


Property Descriptions

bool exclude_nodes_from_collision = true

  • void set_exclude_nodes_from_collision ( bool value )

  • bool get_exclude_nodes_from_collision ( )

If true, the two bodies of the nodes are not able to collide with each other.


NodePath node_a = NodePath("")

The node attached to the first side (A) of the joint.


NodePath node_b = NodePath("")

The node attached to the second side (B) of the joint.


int solver_priority = 1

  • void set_solver_priority ( int value )

  • int get_solver_priority ( )

The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.


Method Descriptions

RID get_rid ( ) const

Returns the joint's RID.


User-contributed notes

Please read the User-contributed notes policy before submitting a comment.