MeshyMeshInstance3D
Inherits MeshInstance3D.
A Meshy mesh with editable geometry and configurable physics.
Choose a physics settings resource to add collision, simulate a body, or detect overlaps. Each mesh has independent physics state, including when several meshes share the same settings resource.
Properties
Section titled “Properties”collision_artifact
Section titled “collision_artifact”collision_artifact: MeshyCollisionArtifact = nullsetter: set_collision_artifact; getter: get_collision_artifact.
geometry
Section titled “geometry”geometry: MeshyGeometry = nullsetter: set_geometry; getter: get_geometry.
physics
Section titled “physics”physics: MeshyPhysicsgetter: get_physics.
The live physics controls and state belonging to this mesh.
Changes affect this instance without editing physics_settings. This view follows the mesh across physics mode changes and is not saved.
physics_settings
Section titled “physics_settings”physics_settings: Resourcesetter: set_physics_settings; getter: get_physics_settings.
The resource that selects this mesh’s physics mode and settings.
MeshyInheritedPhysicsSettings uses the nearest ancestor MeshySettingsProvider that supplies settings within this mesh’s scene. Assign another physics settings resource to override inherited defaults. MeshyNonePhysicsSettings or an empty property disables physics for this mesh.
Methods
Section titled “Methods”acknowledge_geometry_render
Section titled “acknowledge_geometry_render”acknowledge_geometry_render( mesh: Mesh, density: int, guard: Callable,) -> voidadd_constant_force
Section titled “add_constant_force”add_constant_force(force: Vector3, position: Vector3) -> voidadd_constant_torque
Section titled “add_constant_torque”add_constant_torque(torque: Vector3) -> voidapply_central_force
Section titled “apply_central_force”apply_central_force(force: Vector3) -> voidapply_central_impulse
Section titled “apply_central_impulse”apply_central_impulse(impulse: Vector3) -> voidapply_force
Section titled “apply_force”apply_force(force: Vector3, position: Vector3) -> voidapply_impulse
Section titled “apply_impulse”apply_impulse(impulse: Vector3, position: Vector3) -> voidapply_physics_configuration
Section titled “apply_physics_configuration”apply_physics_configuration() -> voidapply_torque
Section titled “apply_torque”apply_torque(torque: Vector3) -> voidapply_torque_impulse
Section titled “apply_torque_impulse”apply_torque_impulse(impulse: Vector3) -> voidget_collision_layer
Section titled “get_collision_layer”get_collision_layer() -> intget_collision_layer_value
Section titled “get_collision_layer_value”get_collision_layer_value(layer: int) -> boolget_collision_mask
Section titled “get_collision_mask”get_collision_mask() -> intget_collision_mask_value
Section titled “get_collision_mask_value”get_collision_mask_value(layer: int) -> boolget_collision_representation
Section titled “get_collision_representation”get_collision_representation() -> Stringqualifiers: const.
get_collision_warning
Section titled “get_collision_warning”get_collision_warning() -> Stringqualifiers: const.
get_contact
Section titled “get_contact”get_contact(index: int) -> Dictionaryqualifiers: const.
get_contact_count
Section titled “get_contact_count”get_contact_count() -> intqualifiers: const.
get_inverse_inertia_tensor
Section titled “get_inverse_inertia_tensor”get_inverse_inertia_tensor() -> Basisqualifiers: const.
get_overlapping_areas
Section titled “get_overlapping_areas”get_overlapping_areas() -> Node3D[]qualifiers: const.
get_overlapping_bodies
Section titled “get_overlapping_bodies”get_overlapping_bodies() -> Node3D[]qualifiers: const.
get_physics_mode
Section titled “get_physics_mode”get_physics_mode() -> intget_physics_rid
Section titled “get_physics_rid”get_physics_rid() -> RIDqualifiers: const.
get_surface_for_shape
Section titled “get_surface_for_shape”get_surface_for_shape(shape: int) -> intqualifiers: const.
Reports the current render surface of a representative authored face. A shape spanning several material surfaces resolves its first such face.
has_overlapping_areas
Section titled “has_overlapping_areas”has_overlapping_areas() -> boolqualifiers: const.
has_overlapping_bodies
Section titled “has_overlapping_bodies”has_overlapping_bodies() -> boolqualifiers: const.
migrate_geometry_uvs
Section titled “migrate_geometry_uvs”migrate_geometry_uvs() -> voidnotify_material_usage_changed
Section titled “notify_material_usage_changed”notify_material_usage_changed() -> voidNotify material usage observers after changing inherited native material overrides from a script. Owned geometry mutations notify automatically.
overlaps_area
Section titled “overlaps_area”overlaps_area(area: Node3D) -> boolqualifiers: const.
overlaps_body
Section titled “overlaps_body”overlaps_body(body: Node3D) -> boolqualifiers: const.
physics_area_overlap
Section titled “physics_area_overlap”physics_area_overlap( status: int, rid: RID, instance_id: int, other_shape: int, local_shape: int,) -> voidphysics_artifact_save_pending
Section titled “physics_artifact_save_pending”physics_artifact_save_pending() -> voidphysics_body_overlap
Section titled “physics_body_overlap”physics_body_overlap( status: int, rid: RID, instance_id: int, other_shape: int, local_shape: int,) -> voidphysics_body_state_changed
Section titled “physics_body_state_changed”physics_body_state_changed(state: PhysicsDirectBodyState3D) -> voidphysics_configuration_changed
Section titled “physics_configuration_changed”physics_configuration_changed() -> voidphysics_integrate_forces
Section titled “physics_integrate_forces”physics_integrate_forces(state: PhysicsDirectBodyState3D) -> voidphysics_material_changed
Section titled “physics_material_changed”physics_material_changed() -> voidphysics_overlap_node_exiting
Section titled “physics_overlap_node_exiting”physics_overlap_node_exiting(instance_id: int) -> voidprecise_contact_query
Section titled “precise_contact_query”precise_contact_query(state: PhysicsDirectBodyState3D, index: int) -> Dictionaryqualifiers: const.
Resolves a body’s contact against this collider’s authored source faces. The supplied state belongs to the contacting body, which may be native. Surface indices reflect the collider’s current material assignments.
precise_ray_query
Section titled “precise_ray_query”precise_ray_query(from: Vector3, to: Vector3) -> Dictionaryqualifiers: const.
Resolves render surfaces from current material assignments without regenerating the collision artifact’s stable source-face metadata.
rebuild_collision
Section titled “rebuild_collision”rebuild_collision() -> voidset_axis_velocity
Section titled “set_axis_velocity”set_axis_velocity(velocity: Vector3) -> voidset_collision_layer
Section titled “set_collision_layer”set_collision_layer(value: int) -> boolset_collision_layer_value
Section titled “set_collision_layer_value”set_collision_layer_value(layer: int, enabled: bool) -> boolset_collision_mask
Section titled “set_collision_mask”set_collision_mask(value: int) -> boolset_collision_mask_value
Section titled “set_collision_mask_value”set_collision_mask_value(layer: int, enabled: bool) -> boolset_physics_mode
Section titled “set_physics_mode”set_physics_mode(mode: int) -> voidstage_geometry_render
Section titled “stage_geometry_render”stage_geometry_render(source: MeshyGeometry, mutations: int) -> voidStage the expected source revision before setters can notify observers.
Signals
Section titled “Signals”area_entered
Section titled “area_entered”area_entered(area: Node3D)area_exited
Section titled “area_exited”area_exited(area: Node3D)area_shape_entered
Section titled “area_shape_entered”area_shape_entered( rid: RID, area: Node3D, other_shape: int, local_shape: int, surface: int,)area_shape_exited
Section titled “area_shape_exited”area_shape_exited( rid: RID, area: Node3D, other_shape: int, local_shape: int, surface: int,)body_entered
Section titled “body_entered”body_entered(body: Node3D)body_exited
Section titled “body_exited”body_exited(body: Node3D)body_shape_entered
Section titled “body_shape_entered”body_shape_entered( rid: RID, body: Node3D, other_shape: int, local_shape: int, surface: int,)body_shape_exited
Section titled “body_shape_exited”body_shape_exited( rid: RID, body: Node3D, other_shape: int, local_shape: int, surface: int,)body_state_changed
Section titled “body_state_changed”body_state_changed(state: PhysicsDirectBodyState3D)integrate_forces
Section titled “integrate_forces”integrate_forces(state: PhysicsDirectBodyState3D)material_usage_changed
Section titled “material_usage_changed”material_usage_changed()The geometry source was replaced or native material assignments changed. Observe the current geometry’s Resource.changed for source mutations.
sleeping_state_changed
Section titled “sleeping_state_changed”sleeping_state_changed()