📄️ Physics Engine
The Physics Engine is a system that offers Spaces, Areas, Static Bodies, Rigid Bodies, Shapes, Joints and Character Controllers:
📄️ Fluids
The Rapier Physics Server adds Fluid2D and Fluid3D nodes that make it possible to simulate fluids.
📄️ Rigid Bodies
Configuring rigid bodies can be difficult. This page describes some of the most common configurations.
📄️ Multibody Joints and IK
Godot Rapier has Impulse Joints, which use Constraints-based approach.
📄️ Pin Joint Springs
Rapier has a motor system that can drive a joint to a target velocity or a target position. While motor velocity targets are already exposed in the base Godot physics objects, position targets are not.
📄️ Project Settings
There are some options which can be configured for the Rapier library that change the physics simulation for the whole project. These can be accessed from Project Settings -> Physics -> Rapier:
📄️ Serialization
Since this addon is written in the Rust language, it is fairly easy to save and load the state of it at any time, via the StateManager node (see below).
📄️ Determinism
This plugin is deterministic in all variants, even the faster variant (parallel). Determinism in this context means that if the exact same initial conditions are met, the Physics State will be exactly the same.
📄️ Performance
Common Pitfalls