KinematicBody

    Category: Core

    Kinematic body 3D node.

    Properties

    get_floor_velocity ( ) const
    get_slide_collision ( slide_idx )
    int ( ) const
    bool ( ) const
    bool ( ) const
    bool ( ) const
    KinematicCollision ( Vector3 rel_vec, infinite_inertia=true, bool exclude_raycast_shapes=true, test_only=false )
    Vector3 ( Vector3 linear_velocity, floor_normal=Vector3( 0, 0, 0 ), bool stop_on_slope=false, max_slides=4, float floor_max_angle=0.785398, infinite_inertia=true )
    Vector3 ( Vector3 linear_velocity, snap, Vector3 floor_normal=Vector3( 0, 0, 0 ), stop_on_slope=false, int max_slides=4, floor_max_angle=0.785398, bool infinite_inertia=true )
    test_move ( from, Vector3 rel_vec, infinite_inertia=true )

    Description

    Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses:

    Simulated motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with set to “physics”), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).

    Kinematic characters: KinematicBody also has an API for moving objects (the move_and_collide and methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don’t require advanced physics.

    Property Descriptions

    • collision/safe_margin

    If the body is at least this close to another body, this body will consider them to be colliding.


    Setterset_axis_lock(value)
    Getterget_axis_lock()

    Lock the body’s movement in the x-axis.


    • move_lock_y

    Lock the body’s movement in the y-axis.


    Setterset_axis_lock(value)
    Getterget_axis_lock()
    • get_floor_velocity ( ) const

    Returns the velocity of the floor. Only updates when calling move_and_slide.


    Returns a , which contains information about a collision that occurred during the last move_and_slide call. Since the body can collide several times in a single call to , you must specify the index of the collision in the range 0 to (get_slide_count - 1).


    • get_slide_count ( ) const

    Returns the number of times the body collided and changed direction during the last call to move_and_slide.


    • is_on_ceiling ( ) const

    Returns if the body is on the ceiling. Only updates when calling move_and_slide.


    • is_on_floor ( ) const

    Returns true if the body is on the floor. Only updates when calling move_and_slide.


    • is_on_wall ( ) const

    Returns true if the body is on a wall. Only updates when calling move_and_slide.


    • move_and_collide ( Vector3 rel_vec, infinite_inertia=true, bool exclude_raycast_shapes=true, test_only=false )

    Moves the body along the vector rel_vec. The body will stop if it collides. Returns a KinematicCollision, which contains information about the collision.

    If test_only is true, the body does not move but the would-be collision information is given.


    • move_and_slide ( Vector3 linear_velocity, floor_normal=Vector3( 0, 0, 0 ), bool stop_on_slope=false, max_slides=4, float floor_max_angle=0.785398, infinite_inertia=true )

    is the velocity vector (typically meters per second). Unlike in move_and_collide, you should not multiply it by delta — the physics engine handles applying the velocity.

    floor_normal is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of Vector3(0, 0, 0), everything is considered a wall. This is useful for topdown games.

    If stop_on_slope is true, body will not slide on slopes if you include gravity in linear_velocity.

    If the body collides, it will change direction a maximum of times before it stops.

    floor_max_angle is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.

    If infinite_inertia is true, body will be able to push nodes, but it won’t also detect any collisions with them. If false it will interact with RigidBody nodes like with .

    Returns the linear_velocity vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use get_slide_collision.


    Moves the body while keeping it attached to slopes. Similar to .


    • bool test_move ( from, Vector3 rel_vec, infinite_inertia=true )

    Checks for collisions without moving the body. Virtually sets the node’s position, scale and rotation to that of the given Transform, then tries to move the body along the vector . Returns true if a collision would occur.