RigidBody2D Properties |
The RigidBody2D type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
AngularDamp | Damps the body's AngularVelocity. If -1, the body will use the Default Angular Damp defined in Project > Project Settings > Physics > 2d. See for more details about damping. | |
AngularVelocity | The body's rotational velocity. | |
AppliedForce | The body's total applied force. | |
AppliedTorque | The body's total applied torque. | |
Bounce | The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness). Deprecated, use Bounce instead via PhysicsMaterialOverride. | |
CanSleep | ||
CollisionLayer | The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the CollisionMask property. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See Collision layers and masks in the documentation for more information. | |
CollisionMask | The physics layers this area scans for collisions. See Collision layers and masks in the documentation for more information. | |
ContactMonitor | If true, the body will emit signals when it collides with another RigidBody2D. See also ContactsReported. | |
ContactsReported | The maximum number of contacts that will be recorded. Requires ContactMonitor to be set to true. Note: The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end). | |
ContinuousCd | Continuous collision detection mode. Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See RigidBody2DCCDMode for details. | |
CustomIntegrator | If true, internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the _IntegrateForces(Physics2DDirectBodyState) function. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
Friction | The body's friction. Values range from 0 (frictionless) to 1 (maximum friction). Deprecated, use Friction instead via PhysicsMaterialOverride. | |
GlobalPosition | Global position. | |
GlobalRotation | Global rotation in radians. | |
GlobalRotationDegrees | Global rotation in degrees. | |
GlobalScale | Global scale. | |
GlobalTransform | Global Transform2D. | |
GravityScale | Multiplies the gravity applied to the body. The body's gravity is calculated from the Default Gravity value in Project > Project Settings > Physics > 2d and/or any additional gravity vector applied by Area2Ds. | |
Inertia | The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 inertia to return to automatically computing it. | |
InputPickable | If true, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one collision_layer bit to be set. | |
Layers | Both CollisionLayer and CollisionMask. Returns CollisionLayer when accessed. Updates CollisionLayer and CollisionMask when modified. | |
LightMask | The rendering layers in which this CanvasItem responds to Light2D nodes. | |
LinearDamp | Damps the body's LinearVelocity. If -1, the body will use the Default Linear Damp in Project > Project Settings > Physics > 2d. See for more details about damping. | |
LinearVelocity | The body's linear velocity. | |
Mass | The body's mass. | |
Material | The material applied to textures on this CanvasItem. | |
Mode | The body's mode. See RigidBody2DModeEnum for possible values. | |
Modulate | The color applied to textures on this CanvasItem. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. | |
NativeInstance | (Inherited from Object.) | |
Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
PhysicsMaterialOverride | The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. | |
Position | Position, relative to the node's parent. | |
ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. | |
Rotation | Rotation in radians, relative to the node's parent. | |
RotationDegrees | Rotation in degrees, relative to the node's parent. | |
Scale | The node's scale. Unscaled value: (1, 1). | |
SelfModulate | The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems. | |
ShowBehindParent | If true, the object draws behind its parent. | |
ShowOnTop | If true, the object draws on top of its parent. | |
Sleeping | If true, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the ApplyImpulse(Vector2, Vector2) or AddForce(Vector2, Vector2) methods. | |
Transform | Local Transform2D. | |
UseParentMaterial | If true, the parent CanvasItem's Material property is used as this one's material. | |
Visible | If true, this CanvasItem is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true). Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead. | |
Weight | The body's weight based on its mass and the Default Gravity value in Project > Project Settings > Physics > 2d. | |
ZAsRelative | If true, the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5. | |
ZIndex | Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. |