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PhysicalBone2D

Inherits: RigidBody2D < PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object

A RigidBody2D-derived node used to make Bone2Ds in a Skeleton2D react to physics.

Description

The PhysicalBone2D node is a RigidBody2D-based node that can be used to make Bone2Ds in a Skeleton2D react to physics.

Note: To make the Bone2Ds visually follow the PhysicalBone2D node, use a SkeletonModification2DPhysicalBones modification on the Skeleton2D parent.

Note: The PhysicalBone2D node does not automatically create a Joint2D node to keep PhysicalBone2D nodes together. They must be created manually. For most cases, you want to use a PinJoint2D node. The PhysicalBone2D node will automatically configure the Joint2D node once it's been added as a child node.

Properties

bool

auto_configure_joint

true

int

bone2d_index

-1

NodePath

bone2d_nodepath

NodePath("")

bool

follow_bone_when_simulating

false

bool

simulate_physics

false

Methods

Joint2D

get_joint() const

bool

is_simulating_physics() const


Property Descriptions

bool auto_configure_joint = true 🔗

  • void set_auto_configure_joint(value: bool)

  • bool get_auto_configure_joint()

If true, the PhysicalBone2D will automatically configure the first Joint2D child node. The automatic configuration is limited to setting up the node properties and positioning the Joint2D.


int bone2d_index = -1 🔗

  • void set_bone2d_index(value: int)

  • int get_bone2d_index()

The index of the Bone2D that this PhysicalBone2D should simulate.


NodePath bone2d_nodepath = NodePath("") 🔗

The NodePath to the Bone2D that this PhysicalBone2D should simulate.


bool follow_bone_when_simulating = false 🔗

  • void set_follow_bone_when_simulating(value: bool)

  • bool get_follow_bone_when_simulating()

If true, the PhysicalBone2D will keep the transform of the bone it is bound to when simulating physics.


bool simulate_physics = false 🔗

  • void set_simulate_physics(value: bool)

  • bool get_simulate_physics()

If true, the PhysicalBone2D will start simulating using physics. If false, the PhysicalBone2D will follow the transform of the Bone2D node.

Note: To have the Bone2Ds visually follow the PhysicalBone2D, use a SkeletonModification2DPhysicalBones modification on the Skeleton2D node with the Bone2D nodes.


Method Descriptions

Joint2D get_joint() const 🔗

Returns the first Joint2D child node, if one exists. This is mainly a helper function to make it easier to get the Joint2D that the PhysicalBone2D is autoconfiguring.


bool is_simulating_physics() const 🔗

Returns a boolean that indicates whether the PhysicalBone2D is running and simulating using the Godot 2D physics engine. When true, the PhysicalBone2D node is using physics.