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Joint Nodes

Extended Godot joints

Drop-in replacements for Godot's joint nodes. Each adds joint_type (Impulse or Multibody) and the IK properties.

NodeExtends
RapierPinJoint2D / RapierPinJoint3DPinJoint2D / PinJoint3D
RapierGrooveJoint2DGrooveJoint2D
RapierDampedSpringJoint2DDampedSpringJoint2D
RapierHingeJoint3DHingeJoint3D
RapierSliderJoint3DSliderJoint3D
RapierConeTwistJoint3DConeTwistJoint3D
RapierGeneric6DOFJoint3DGeneric6DOFJoint3D

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.

PropertyWhat it does
node_a, node_bThe two bodies.
max_distanceRope length.
disable_collisionWhether 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.

PropertyWhat it does
node_a, node_bThe two bodies.
disable_collisionWhether the two bodies stop colliding with each other.
note

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.