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SpringArm3D

Inherits: Node3D < Node < Object

A 3D raycast that dynamically moves its children near the collision point.

Description

SpringArm3D casts a ray or a shape along its Z axis and moves all its direct children to the collision point, with an optional margin. This is useful for 3rd person cameras that move closer to the player when inside a tight space (you may need to exclude the player's collider from the SpringArm3D's collision check).

Properties

int

collision_mask

1

float

margin

0.01

Shape3D

shape

float

spring_length

1.0

Methods

void

add_excluded_object ( RID RID )

void

clear_excluded_objects ( )

float

get_hit_length ( )

bool

remove_excluded_object ( RID RID )


Property Descriptions

int collision_mask = 1

  • void set_collision_mask ( int value )

  • int get_collision_mask ( )

The layers against which the collision check shall be done. See Collision layers and masks in the documentation for more information.


float margin = 0.01

  • void set_margin ( float value )

  • float get_margin ( )

When the collision check is made, a candidate length for the SpringArm3D is given.

The margin is then subtracted to this length and the translation is applied to the child objects of the SpringArm3D.

This margin is useful for when the SpringArm3D has a Camera3D as a child node: without the margin, the