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Based on Riordan-DCs approach and proposal, reflecting code found in the joint3D counterparts.

Given I was keen to see if this helps me in a project I'm currently developing, I implemented locally and gave it a test. Functions as I would expect, and doesn't appear to break anything. PR provided here just in case the engine does want to include the functionality.

Fixes godotengine/godot-proposals#13392

@The-Cyber-Captain The-Cyber-Captain requested review from a team as code owners October 24, 2025 17:20
@AThousandShips AThousandShips changed the title Adds get_joint_rid() to PhysicalBone3D. Add get_joint_rid() to PhysicalBone3D. Oct 24, 2025
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The-Cyber-Captain commented Oct 25, 2025

(EDIT: Re: Check for class reference updates) What a clever little test. 👏

Was actually painfully aware I hadn't updated the docs - intending to simply copy the line from joint3d - but wasn't entirely sure how to go about it... having seen some other non documented methods in Production, and this being off my own initiative, I figured that might be for a later date.

However, the error message indicates exactly where I need to update. Again, très clever.

Will see if I can commit --amend when back at an actual computer later today.

@The-Cyber-Captain The-Cyber-Captain force-pushed the expose-joint-rid-to-physical-bone-3d-13392 branch from 94678d9 to d83f28c Compare October 25, 2025 11:24
@The-Cyber-Captain The-Cyber-Captain requested a review from a team as a code owner October 25, 2025 11:24
@Chaosus Chaosus added this to the 4.x milestone Oct 25, 2025
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Expose internal joint RID for PhysicalBone3D

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