MeshyTriggerPhysicsSettings
Inherits Resource.
Physics settings for generated overlap detection and area forces without blocking movement.
Properties
Section titled “Properties”angular_damp
Section titled “angular_damp”angular_damp: float = 0.1setter: set_angular_damp; getter: get_angular_damp.
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
See ProjectSettings.physics/3d/default_angular_damp for more details about damping.
angular_damp_space_override
Section titled “angular_damp_space_override”angular_damp_space_override: int = 0setter: set_angular_damp_space_override; getter: get_angular_damp_space_override.
Override mode for angular damping calculations within this area.
approximation_tolerance
Section titled “approximation_tolerance”approximation_tolerance: float = 0.02setter: set_approximation_tolerance; getter: get_approximation_tolerance.
The allowed error for convex decomposition, as a dimensionless ratio. Limits relative excess volume and surface deviation divided by the longest bounding-box dimension. A value of 0.02 allows 2% error in each measure.
Lower values require a closer approximation and may require more convex shapes. Generation fails if max_hulls prevents the requested tolerance from being met.
collision_layer
Section titled “collision_layer”collision_layer: int = 1setter: set_collision_layer; getter: get_collision_layer.
The physics layers this CollisionObject3D is in. Collision objects can exist in one or more of 32 different layers. See also collision_mask.
Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.
collision_mask
Section titled “collision_mask”collision_mask: int = 1setter: set_collision_mask; getter: get_collision_mask.
The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also collision_layer.
Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.
debug_color
Section titled “debug_color”debug_color: Color = Color(0, 0.6, 0.7, 0.42)setter: set_debug_color; getter: get_debug_color.
The collision shape color that is displayed in the editor, or in the running project if Debug > Visible Collision Shapes is checked at the top of the editor.
Note: The default value is ProjectSettings.debug/shapes/collision/shape_color. The Color(0, 0, 0, 0) value documented here is a placeholder, and not the actual default debug color.
debug_fill
Section titled “debug_fill”debug_fill: bool = truesetter: set_debug_fill; getter: get_debug_fill.
If true, when the shape is displayed, it will show a solid fill color in addition to its wireframe.
gravity
Section titled “gravity”gravity: float = 9.8setter: set_gravity; getter: get_gravity.
The area’s gravity intensity (in meters per second squared). This value multiplies the gravity direction. This is useful to alter the force of gravity without altering its direction.
gravity_direction
Section titled “gravity_direction”gravity_direction: Vector3 = Vector3(0, -1, 0)setter: set_gravity_direction; getter: get_gravity_direction.
The area’s gravity vector (not normalized).
gravity_point
Section titled “gravity_point”gravity_point: bool = falsesetter: set_gravity_point; getter: get_gravity_point.
If true, gravity is calculated from a point (set via gravity_point_center). See also gravity_space_override.
gravity_point_center
Section titled “gravity_point_center”gravity_point_center: Vector3 = Vector3(0, 0, 0)setter: set_gravity_point_center; getter: get_gravity_point_center.
If gravity is a point (see gravity_point), this will be the point of attraction.
gravity_point_unit_distance
Section titled “gravity_point_unit_distance”gravity_point_unit_distance: float = 0.0setter: set_gravity_point_unit_distance; getter: get_gravity_point_unit_distance.
The distance at which the gravity strength is equal to gravity. For example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², set the gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 meters from the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the gravity), and so on.
The above is true only when the unit distance is a positive number. When this is set to 0.0, the gravity will be constant regardless of distance.
gravity_space_override
Section titled “gravity_space_override”gravity_space_override: int = 0setter: set_gravity_space_override; getter: get_gravity_space_override.
Override mode for gravity calculations within this area.
linear_damp
Section titled “linear_damp”linear_damp: float = 0.1setter: set_linear_damp; getter: get_linear_damp.
The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
See ProjectSettings.physics/3d/default_linear_damp for more details about damping.
linear_damp_space_override
Section titled “linear_damp_space_override”linear_damp_space_override: int = 0setter: set_linear_damp_space_override; getter: get_linear_damp_space_override.
Override mode for linear damping calculations within this area.
max_hulls
Section titled “max_hulls”max_hulls: int = 32setter: set_max_hulls; getter: get_max_hulls.
The maximum number of convex shapes generated by Convex - Multiple, including when shape_mode selects it through Auto. Accepted values range from 1 to 256.
A higher limit can preserve more detail at a higher physics cost. If this limit prevents generation from meeting approximation_tolerance, generation fails and no live collider is created.
monitorable
Section titled “monitorable”monitorable: bool = truesetter: set_monitorable; getter: get_monitorable.
If true, other monitoring areas can detect this area.
monitoring
Section titled “monitoring”monitoring: bool = truesetter: set_monitoring; getter: get_monitoring.
If true, the area detects bodies or areas entering and exiting it.
priority
Section titled “priority”priority: int = 0setter: set_priority; getter: get_priority.
The area’s priority. Higher priority areas are processed first. The World3D’s physics is always processed last, after all areas.
resource_local_to_scene
Section titled “resource_local_to_scene”resource_local_to_scene: bool = truesetter: set_local_to_scene; getter: is_local_to_scene.
shape_mode
Section titled “shape_mode”shape_mode: int = 0setter: set_shape_mode; getter: get_shape_mode.
Selects the collision shapes generated from the mesh.
Auto uses one convex hull for convex geometry. Otherwise, it approximates a closed solid with multiple convex shapes.
Concave is available only for static and animatable bodies. Convex - Single uses one convex shape and fills openings and cavities. Convex - Multiple approximates a closed solid with multiple convex shapes.
wind_attenuation_factor
Section titled “wind_attenuation_factor”wind_attenuation_factor: float = 0.0setter: set_wind_attenuation_factor; getter: get_wind_attenuation_factor.
The exponential rate at which wind force decreases with distance from its origin.
Note: This wind force only applies to SoftBody3D nodes. Other physics bodies are currently not affected by wind.
wind_force_magnitude
Section titled “wind_force_magnitude”wind_force_magnitude: float = 0.0setter: set_wind_force_magnitude; getter: get_wind_force_magnitude.
The magnitude of area-specific wind force.
Note: This wind force only applies to SoftBody3D nodes. Other physics bodies are currently not affected by wind.
wind_source_path
Section titled “wind_source_path”wind_source_path: NodePath = NodePath("")setter: set_wind_source_path; getter: get_wind_source_path.
The Node3D which is used to specify the direction and origin of an area-specific wind force. The direction is opposite to the z-axis of the Node3D’s local transform, and its origin is the origin of the Node3D’s local transform.
Note: This wind force only applies to SoftBody3D nodes. Other physics bodies are currently not affected by wind.
Methods
Section titled “Methods”generation_identity
Section titled “generation_identity”generation_identity() -> Stringqualifiers: const.
get_mode
Section titled “get_mode”get_mode() -> intqualifiers: const.
material_changed
Section titled “material_changed”material_changed() -> void