<?xml version="1.0" encoding="UTF-8" ?> <class name="Joint3D" inherits="Node3D" version="4.0"> <brief_description> Base class for all 3D joints. </brief_description> <description> Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other. </description> <tutorials> <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link> </tutorials> <methods> </methods> <members> <member name="collision/exclude_nodes" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> If [code]true[/code], the two bodies of the nodes are not able to collide with each other. </member> <member name="nodes/node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")"> The node attached to the first side (A) of the joint. </member> <member name="nodes/node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")"> The node attached to the second side (B) of the joint. </member> <member name="solver/priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1"> The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority. </member> </members> <constants> </constants> </class>