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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 (node_a and node_b) and apply a constraint. If only one body is defined, it is attached to a fixed StaticBody3D without collision shapes.
Tutorials
Properties
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Methods
get_rid() const |
Property Descriptions
bool exclude_nodes_from_collision = true 🔗
If true, the two bodies bound together do not collide with each other.
NodePath node_a = NodePath("") 🔗
Path to the first node (A) attached to the joint. The node must inherit PhysicsBody3D.
If left empty and node_b is set, the body is attached to a fixed StaticBody3D without collision shapes.
NodePath node_b = NodePath("") 🔗
Path to the second node (B) attached to the joint. The node must inherit PhysicsBody3D.
If left empty and node_a is set, the body is attached to a fixed StaticBody3D without collision shapes.
The priority specifies how accurately a joint is solved. Generally, higher values improve accuracy. This has very different implementations between Godot Physics and Jolt Physics:
Godot Physics: Values above 1 have a performance impact. Joint is solved max(1, solver_priority) * iterations times. A value of 4 would solve the same joint 4× additional times per physics step.
Jolt Physics: Aside from sorting the joints, there is no performance impact with higher values. Joints with high priorities are solved later. A value of 4 would solve after priorities of 0, 1, 2, and 3. Later joints have the final say between the two bodies they connect.
Negative values are not allowed and will be silently max(0, solver_priority) when set.
Method Descriptions
Returns the joint's internal RID from the PhysicsServer3D.