/Godot 3.1


Inherits: PhysicsBody < CollisionObject < Spatial < Node < Object

Category: Core

Brief Description

Static body for 3D physics.


float bounce
Vector3 constant_angular_velocity
Vector3 constant_linear_velocity
float friction
PhysicsMaterial physics_material_override


Static body for 3D physics. A static body is a simple body that is not intended to move. They don’t consume any CPU resources in contrast to a RigidBody so they are great for scenario collision.

A static body can also be animated by using simulated motion mode. This is useful for implementing functionalities such as moving platforms. When this mode is active the body can be animated and automatically computes linear and angular velocity to apply in that frame and to influence other bodies.

Alternatively, a constant linear or angular velocity can be set for the static body, so even if it doesn’t move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels).

Property Descriptions

float bounce

Setter set_bounce(value)
Getter get_bounce()

The body bounciness.

Vector3 constant_angular_velocity

Setter set_constant_angular_velocity(value)
Getter get_constant_angular_velocity()

The constant angular velocity for the body. This does not rotate the body, but affects other bodies that touch it, as if it was in a state of rotation.

Vector3 constant_linear_velocity

Setter set_constant_linear_velocity(value)
Getter get_constant_linear_velocity()

The constant linear velocity for the body. This does not move the body, but affects other bodies that touch it, as if it was in a state of movement.

float friction

Setter set_friction(value)
Getter get_friction()

The body friction, from 0 (frictionless) to 1 (full friction).

PhysicsMaterial physics_material_override

Setter set_physics_material_override(value)
Getter get_physics_material_override()

© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.