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	- Link to Troubleshooting physics issues documentation page in various locations in the class reference.
		
			
				
	
	
		
			23 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			23 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimatableBody3D" inherits="StaticBody3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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		A 3D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
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	</brief_description>
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	<description>
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		An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform3D].
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		When [AnimatableBody3D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
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	</description>
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	<tutorials>
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		<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
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		<link title="Troubleshooting physics issues">$DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html</link>
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		<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/2747</link>
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		<link title="Third Person Shooter (TPS) Demo">https://godotengine.org/asset-library/asset/2710</link>
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		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/2755</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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