A 3D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
A static 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]. When [StaticBody3D] is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use [AnimatableBody3D] instead. [StaticBody3D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
$DOCS_URL/tutorials/physics/physics_introduction.html $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html https://godotengine.org/asset-library/asset/2747 https://godotengine.org/asset-library/asset/2710 https://godotengine.org/asset-library/asset/2755
- The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.
- The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
- The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.