Joint Nodes
Extended Godot joints
Drop-in replacements for Godot's joint nodes. Each adds joint_type (Impulse or Multibody) and the IK properties.
| Node | Extends |
|---|---|
RapierPinJoint2D / RapierPinJoint3D | PinJoint2D / PinJoint3D |
RapierGrooveJoint2D | GrooveJoint2D |
RapierDampedSpringJoint2D | DampedSpringJoint2D |
RapierHingeJoint3D | HingeJoint3D |
RapierSliderJoint3D | SliderJoint3D |
RapierConeTwistJoint3D | ConeTwistJoint3D |
RapierGeneric6DOFJoint3D | Generic6DOFJoint3D |
RapierPinJoint2D and RapierHingeJoint3D also expose motor position targets.
Rope joint
RapierRopeJoint2D / RapierRopeJoint3D keep two bodies within max_distance of each other: free while closer, pulled back when the rope goes taut. Godot has no equivalent joint. Use it for chains, tethers and grappling hooks.
| Property | What it does |
|---|---|
node_a, node_b | The two bodies. |
max_distance | Rope length. |
disable_collision | Whether the two bodies stop colliding with each other. |
The rope attaches to both bodies at the node's own position.
Fixed joint
RapierFixedJoint2D / RapierFixedJoint3D lock all relative motion between two bodies so they move as one rigid assembly. Cheaper and clearer than a fully locked Generic6DOFJoint3D.
| Property | What it does |
|---|---|
node_a, node_b | The two bodies. |
disable_collision | Whether the two bodies stop colliding with each other. |
Rope and fixed joints have no Godot joint type, so PhysicsServer2D.joint_get_type() reports JOINT_TYPE_MAX for them. They can also be created directly through the Physics Server.