|
@@ -8,6 +8,7 @@
|
|
|
A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
|
|
|
[b]Note:[/b] Don't change a RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
|
|
|
If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator].
|
|
|
+ With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape] centers.
|
|
|
</description>
|
|
|
<tutorials>
|
|
|
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
|