AnimatableBody3D

    A 3D physics body that can’t be moved by external forces. When moved manually, it affects other bodies in its path.

    AnimatableBody3D.swift:14
    class AnimatableBody3D

    An animatable 3D physics body. It can’t be moved by external forces or contacts, but can be moved manually by other means such as code, AnimationMixers (with callbackModeProcess set to physics), and RemoteTransform3D.

    When AnimatableBody3D is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.

    Superclasses

    • class StaticBody3D

      A 3D physics body that can’t be moved by external forces. When moved manually, it doesn’t affect other bodies in its path.

    Citizens in SwiftGodot

    Conformances

    • protocol CustomStringConvertible

      A type with a customized textual representation.

    • protocol Equatable

      A type that can be compared for value equality.

    • protocol Hashable

      A type that can be hashed into a Hasher to produce an integer hash value.

    • protocol Identifiable<ID>

      A class of types whose instances hold the value of an entity with stable identity.

    • protocol VariantRepresentable

      Types that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.

    • protocol VariantStorable

      Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.

    Type members

    Instance members

    • var syncToPhysics: Bool

      If true, the body’s movement will be synchronized to the physics frame. This is useful when animating movement via AnimationPlayer, for example on moving platforms. Do not use together with moveAndCollide(motion:testOnly:safeMargin:recoveryAsCollision:maxCollisions:).