DynamicBodyOptions
A body the solver moves.
Extends
Section titled “Extends”BodyOptionsBase
Properties
Section titled “Properties”| Property | Type | Default value | Description |
|---|---|---|---|
angularDamping? |
number |
0 |
How fast its spin fades, per second. |
bodyType |
"dynamic" | Dynamic |
undefined |
- |
canSleep? |
boolean |
true |
Whether it sleeps once at rest. |
centerOfMass? |
Triple |
where its colliders put it |
Its centre of mass in its own axes, as Unity’s centerOfMass: low, and a kart stays on its wheels. |
collisionLayer? |
CollisionLayerHandle |
CoreLayers.default |
The layer it stands in, a handle a plugin declared. |
collisionMask? |
CollisionMask |
every layer |
The layers it meets: a pair touches only when each one’s mask holds the other’s layer. |
continuousCollision? |
boolean |
false |
Rapier’s continuous collision, ccd there: a fast body stops at a thin wall rather than passing through it within one step. |
enabledRotations? |
readonly [boolean, boolean, boolean] |
all true |
Whether it turns about x, y and z. |
enabledTranslations? |
readonly [boolean, boolean, boolean] |
all true |
Whether it moves along x, y and z. |
gravityScale? |
number |
1 |
How much of the scene’s gravity pulls it. |
ignore? |
readonly Entity[] |
undefined |
Entities it never touches, such as a rider’s own dragon, without spending a layer. |
linearDamping? |
number |
0 |
How fast its speed fades, per second. |
mass? |
number |
density times volume |
Its total mass in kilograms, over its colliders’ densities. |
reportContacts? |
boolean |
false |
Whether it raises CollisionEnteredEvent and CollisionExitedEvent as it starts and stops touching another entity, as Rapier’s active events and Godot’s contact_monitor are asked for, so a pile of crates nobody watches costs nothing. A trigger reports always. |