Inherits: PhysicsBody < CollisionObject < Spatial < Node < Object

Static body for 3D physics.


Static body for 3D physics. A static body is a simple body that is not intended to move. In contrast to RigidBody, they don’t consume any CPU resources as long as they don’t move.

Additionally, a constant linear or angular velocity can be set for the static body, so even if it doesn’t move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels).

Property Descriptions


The body’s bounciness. Values range from 0 (no bounce) to 1 (full bounciness).

Deprecated, use PhysicsMaterial.bounce instead via physics_material_override.

DefaultVector3( 0, 0, 0 )

The body’s constant angular velocity. This does not rotate the body, but affects other bodies that touch it, as if it was in a state of rotation.

DefaultVector3( 0, 0, 0 )

The body’s constant linear velocity. This does not move the body, but affects other bodies that touch it, as if it was in a state of movement.


The body’s friction, from 0 (frictionless) to 1 (full friction).

Deprecated, use PhysicsMaterial.friction instead via physics_material_override.


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.

doradoro's advice! Getters and Setters will be deprecated! Avoid their use!

Disclaimer: This page has been automaticaly and directly extracted from the official Godot Docs website, the 2020-03-07 at 01:41:51. It's the English Stable version because it's what most Godot users should use. The Copyright owners are Juan Linietsky, Ariel Manzur and the Godot community. CC-BY 3.0. Thanks for your patience and generosity.