- 3D Physics (Jolt/Native)
- Expert guidance for high-performance 3D physics and ragdolls.
- NEVER Do
- NEVER scale RigidBody3D
- — Scale collision shapes, NEVER the body itself. Non-uniform scaling breaks physics engines logic.
- NEVER use
- move_and_slide
- inside
- _process
- — Always use
- _physics_process
- . Frame-rate dependency kills simulation stability.
- NEVER simulate ragdolls 24/7
- — Only enable physical bones on death or impact. Animate static meshes otherwise to save CPU.
- NEVER ignore Jolt
- — Godot Jolt plugin is strictly superior to default Godot Physics in 4.x for stability and performance. Use it if possible.
- NEVER use ConcaveCollisionShape3D for dynamic bodies
- — Concave shapes (Trimesh) are for static ground only. Moving bodies MUST be Convex or Primitive (Box/Capsule).
- Available Scripts
- ragdoll_manager.gd
- Expert manager for transitioning Skeleton3D from animation to physical simulation (death effect). Handles impulse application and cleanup.
- raycast_visualizer.gd
- Debug tool to visualize hit points and normals of RayCast3D in game.
- Core Architecture
- 1. Layers & Masks (3D)
- Same as 2D:
- Layer
-
- What object IS.
- Mask
- What object HITS. 2. Physical Bones (Ragdolls) Godot uses PhysicalBone3D nodes attached to Skeleton3D bones. To setup: Select Skeleton3D. Click "Create Physical Skeleton" in top menu. This generates PhysicalBone3D nodes. 3. Jolt Joints Use Generic6DOFJoint3D for almost everything. It covers hinge, slider, and ball-socket needs with simpler configuration than specific nodes. Ragdoll Implementation
simple_ragdoll.gd
extends Skeleton3D func start_ragdoll ( ) -> void : physical_bones_start_simulation ( ) func stop_ragdoll ( ) -> void : physical_bones_stop_simulation ( ) Reference Master Skill: godot-master