Generic6DOFJoint3D in Godot – Complete Guide

When it comes to game development, especially using engines such as Godot, the devil is often in the details of how objects behave and interact within your digital worlds. Physics joints play a crucial role in creating believable mechanics that mimic the complexities of real-world movements. This is where knowledge of classes like Generic6DOFJoint3D becomes indispensable.

What is Generic6DOFJoint3D?

The Generic6DOFJoint3D class is a powerful feature in Godot 4, a popular open-source game development engine. It stands for “Generic 6 Degrees Of Freedom Joint 3D” and is a type of physics joint that controls the movement and rotation between two 3D physics bodies. Through this joint, developers can lock or limit movements along different axes for tailored object behaviors.

What is it for?

This joint class is particularly for scenarios where you need a complex and customizable connection between objects. Think of it as a swiss-army knife for creating hinges, sliders, or even a ragdoll’s limbs. It’s versatile enough to simulate a wide array of physical constraints which is vital in making a game’s physics feel more natural and responsive.

Why should I learn it?

Understanding how to use the Generic6DOFJoint3D can significantly raise the level of interactivity and realism in your game. Whether you’re looking to create a physics-based puzzle, a vehicle simulation, or intricate character movements, mastering this joint can make all the difference. It’s not just an added feature; it’s an essential tool in the modern game developer’s toolkit that offers:

  • Expanded creative possibilities in game mechanics.
  • Enhanced control over game physics for more intricate behaviors.
  • The ability to create more engaging and interactive gameplay experiences.

Gearing up with the know-how of Generic6DOFJoint3D equips you to push Godot’s physics to its full potential, making your games stand out. Let’s deep-dive into coding with this versatile joint!

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Setting Up the Generic6DOFJoint3D

To begin working with the Generic6DOFJoint3D in Godot 4, first, ensure that you have two Rigidbody objects in your scene. We’ll connect these bodies using our joint. Here’s how to set up the joint step by step:

var joint =
joint.node_a = $RigidBody1.get_path()
joint.node_b = $RigidBody2.get_path()

In the above example, we first create a new Generic6DOFJoint3D instance, then we point its node_a and node_b properties to the paths of our Rigidbody nodes that we want to link together. Finally, we add the joint to the scene as a child node.

Configuring the Axis

The Generic6DOFJoint3D offers the ability to limit or lock movement and rotation across three axes. Let’s start by configuring the X-axis to allow for a limited range of movement, emulating a hinge:

joint.set_linear_limit_x(lower_limit, upper_limit)
joint.set_angular_limit_x(angle_lower, angle_upper)

Here, lower_limit and upper_limit define the range of linear movement allowed on the X-axis, while angle_lower and angle_upper set the limits for angular movement around the same axis.

Now, let’s restrict the Y-axis and Z-axis to lock the joint’s position, allowing it only to rotate around the X-axis like a pendulum or a door hinge:

joint.set_linear_limit_y(0, 0)
joint.set_linear_limit_z(0, 0)

The parameters being set to zero effectively locks the linear movement along the Y and Z axes.

Fine-tuning with Constraint Parameters

Beyond just restricting movement, Generic6DOFJoint3D allows for detailed constraint configurations. This includes setting spring forces, dampening, and motorized movements. For instance, to make the joint’s movement springy, we can adjust its parameters as follows:

joint.set_param_x(Spring, value)
joint.set_param_y(Spring, value)
joint.set_param_z(Spring, value)

Replace value with the desired spring strength. Similarly, you can set damping or enable a motor on an axis:

joint.set_param_x(Damping, value)
joint.set_param_x(MotorEnabled, true)
joint.set_param_x(MotorTargetVelocity, value)
joint.set_param_x(MotorForceLimit, value)

Here we’ve introduced damping and a motor on the X-axis. The motor will attempt to move the connected bodies to reach a target velocity within a force limit.

Implementing Angular Limits and Motors

Rotational movement is just as crucial in certain joint configurations. Angular limits determine how much an object can rotate around a joint, much like how a real-world knee joint has a limited range of motion. This example sets angular limits on the Y and Z axes:

joint.set_angular_limit_y(angle_lower_y, angle_upper_y)
joint.set_angular_limit_z(angle_lower_z, angle_upper_z)

Now, let’s add the capability to motorize this rotation. We enable the motor and set its target velocity and maximum force for the Y-axis. This could simulate the action of a motorized camera pan:

joint.set_param_y(MotorEnabled, true)
joint.set_param_y(MotorTargetVelocity, value_y)
joint.set_param_y(MotorForceLimit, value_y)

With these basic setups, you now have the tools you need to create a wide variety of joint configurations. In the next part, we’ll explore more complex setups and provide examples of real-world scenarios where these configurations would be applicable.

Remember, these are just the foundations. With Godot’s Generic6DOFJoint3D, your creativity is the limit. Test, tweak, and play with the parameters to explore the rich dynamics you can bring into your game!

To further refine your physics-driven game elements with the Generic6DOFJoint3D, consider leveraging some advanced features such as the ConeTwist joint behavior and soft limits. These techniques can bring even more nuanced interactions between your game objects.

For example, you might want to simulate the behavior of a robot arm that can rotate within a conical area:

joint.set_angular_limit_x(cone_angle, cone_angle)
joint.set_angular_limit_y(twist_angle, twist_angle)

In this scenario, cone_angle defines the angular limit in the form of a cone within which the joint can twist, and twist_angle controls how much the joint can twist around its axis.

Adding a softness factor to your joint can also achieve more realistic behaviors. It determines how rigid or ‘soft’ the limit is — similar to having a rubbery feel:

joint.set_param_x(Softness, value)
joint.set_param_y(Softness, value)
joint.set_param_z(Softness, value)

Now, consider the use of ‘bias’ in the context of your game’s environment. Bias in physics joints can help correct error over time, which might be critical for stabilizing structures or mechanisms:

joint.set_param_x(Bias, value)
joint.set_param_y(Bias, value)
joint.set_param_z(Bias, value)

If you’re looking to implement a damping effect that dissipates the movement over time, you might set the damping parameters like so:

joint.set_param_x(Damping, value)
joint.set_param_y(Damping, value)
joint.set_param_z(Damping, value)

Moving on, let’s consider a scenario where we want to apply a motorized force to push against an object. This could be particularly useful in creating a game where players operate machinery:

joint.set_param_x(MotorTargetVelocity, target_velocity)
joint.set_param_x(MotorForceLimit, force_limit)
joint.set_param_x(MotorEnabled, true)

Here, target_velocity is the velocity we wish the motor to achieve, and force_limit caps the maximum force used to achieve this velocity.

Finally, let’s look at how we’d handle a situation where we need to apply a braking force, useful for simulating car brakes or stopping a machine:

joint.set_param_z(MotorTargetVelocity, 0)  // Stop the motor's movement
joint.set_param_z(MotorForceLimit, braking_force) // Apply braking force
joint.set_param_z(MotorEnabled, true)

In this code, setting MotorTargetVelocity to 0 effectively aims to stop the joint, and increasing the MotorForceLimit applies greater braking force.

As you work with the Generic6DOFJoint3D in Godot, you’ll appreciate its capacity to articulate complex mechanical systems and realistic physics behaviors in your game. Experimenting with different parameters and understanding how they affect one another is key to unlocking the full potential of this versatile joint. With these examples as a guide, you’re well on your way to creating immersive, dynamic game environments that captivate and challenge your players.

Exploring further the capabilities of the Generic6DOFJoint3D, we delve into the balance between realism and playability in games. It is important for a game designer to find the sweet spot that ensures the game feels just right. Here, we’ll discover how tweaking even minor parameters can significantly affect the game’s physics.

Let’s start with visualizing the effect of changing the restitution on joints, which will determine how ‘bouncy’ an object is when it comes into contact with another object:

joint.set_param_x(ReStitution, restitution_value)
joint.set_param_y(ReStitution, restitution_value)
joint.set_param_z(ReStitution, restitution_value)

By adjusting the restitution_value you define how much an object will bounce back after colliding with another object. A higher value will result in a more elastic collision, causing the object to bounce back with more energy.

Moving on, when your game requires precision and controlled movement, especially in a physics puzzle game, you can configure the joints to be more accurate by adjusting the ERP (Error reduction parameter):

joint.set_param_x(ERP, erp_value)
joint.set_param_y(ERP, erp_value)
joint.set_param_z(ERP, erp_value)

Higher ERP values will cause the joint to correct its position and orientation errors more aggressively, which can be helpful for aligning objects precisely or for stabilizing structures that seem to wobble unrealistically.

If you’re working with vehicles or machinery, you might want to simulate the ‘clunkiness’ of mechanical parts. Using the joint’s slider configuration, you can mimic the feel of gears or sliding parts with range and resistance:

joint.set_linear_limit_x(length, length)
joint.set_param_x(Damping, damping_value)
joint.set_param_x(Stiffness, stiffness_value)

The length sets the travel distance of the slider, while damping_value and stiffness_value can be adjusted to represent the resistance and rigidity of the sliding movement, respectively.

To simulate the subtle play or looseness in mechanical joints, we can include slight movement or rotational leeway, similar to how a car’s wheel might have a little give before actually turning:

joint.set_angular_limit_y(tolerance_angle, tolerance_angle)
joint.set_param_y(Damping, damping_value)

tolerance_angle sets the allowed angular movement before other limits take effect, and the damping_value here would control how quickly that movement is stopped.

When creating a game where you need a joint to hold a position until a certain force threshold is surpassed, for example, a door that only opens when pushed hard enough, you can configure the joint’s break force:


Setting max_force defines the amount of force the joint can withstand before breaking. When the force applied surpasses this value, the joint will break, separating the connected bodies, which can trigger dynamic changes in the gameplay environment.

All these configurations and parameters provide the building blocks to construct sophisticated and responsive game physics. By combining various settings, you can fine-tune the behavior of every physics interaction to match your game vision. As you practice and iterate on your joint setups, you’ll become adept at predicting and controlling how these digital objects behave, creating a more immersive and solid experience for players.

We at Zenva are always looking to empower learners with the practical skills that turn ambitious game concepts into reality. By mastering these finer elements of physics joints within Godot, you position yourself at the forefront of engaging and interactive game design. Keep experimenting, learning, and remember, the small details can make the biggest difference in bringing your game worlds to life.

Furthering Your Game Development Journey

Embarking on the path of mastering Godot and physics joints like Generic6DOFJoint3D is an exciting venture, marking the beginning of what can become an expansive and fulfilling journey in game development. To continue expanding your knowledge and skills, our Godot Game Development Mini-Degree offers a comprehensive curriculum that guides you through the intricacies of creating your own cross-platform games using the powerful and beginner-friendly Godot engine.

At Zenva, we offer an extensive range of Godot courses that cater to both newcomers and seasoned developers looking to deepen their expertise. Our high-quality content is designed around flexibility, allowing you to learn at your own pace, anytime, anywhere. Engaging in our interactive lessons, coding challenges, and quizzes strengthens your understanding and provides a solid foundation for building a portfolio of real-world projects.

Stay curious, keep learning, and let our courses empower you to bring your unique game visions to life – because with Zenva, you can truly go from beginner to professional in the exciting realm of game development.


In the dynamic universe of game creation, mastering elements like the Generic6DOFJoint3D can significantly elevate your game’s interactivity and realism. As you’ve seen, understanding and applying these concepts opens up a world of possibilities for in-game physics and mechanics. At Zenva, we’re committed to helping you turn your game development dreams into tangible realities, providing you with the knowledge and support needed to craft immersive experiences for players around the globe.

Taking the step towards mastering Godot and other game development essentials has never been easier. With our Godot Game Development Mini-Degree, you can access a full spectrum of lessons designed to be both educational and engaging, setting you up for success. Let your journey start now and let us guide you through each victory and challenge in the art of game development. Bring your imagination to the virtual canvas and build the games you wish to see in the world with Zenva!

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