<?xml version="1.0" encoding="UTF-8" ?> <class name="AnimatableBody3D" inherits="StaticBody3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A 3D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path. </brief_description> <description> 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, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform3D]. 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. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <members> <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="true"> 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]. </member> </members> </class>