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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
22 lines
1.7 KiB
XML
22 lines
1.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimatableBody3D" inherits="StaticBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Physics body for 3D physics which moves only by script or animation. Useful for moving platforms and doors.
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</brief_description>
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<description>
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Animatable body for 3D physics.
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An animatable body can't be moved by external forces or contacts, but can be moved by script or animation to affect other bodies in its path. It is ideal for implementing moving objects in the environment, such as moving platforms or doors.
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When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
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</description>
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<tutorials>
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<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
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</tutorials>
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<members>
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<member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="true">
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If [code]true[/code], 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 [b]not[/b] use together with [method PhysicsBody3D.move_and_collide].
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</member>
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</members>
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</class>
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