KinematicBody2D

    Category: Core

    Kinematic body 2D node.

    Properties

    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 (with AnimationPlayer.playback_process_mode 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: KinematicBody2D also has an API for moving objects (the and move_and_slide 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.


    • bool motion/sync_to_physics

    If , the body’s movement will be synchronized to the physics frame. This is useful when animating movement via , for example on moving platforms. Do not use together with move_and_slide or functions.

    • Vector2 get_floor_velocity ( ) const

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


    Example usage:


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


    • is_on_ceiling ( ) const

    Returns true 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 ( Vector2 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 KinematicCollision2D, 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 ( Vector2 linear_velocity, floor_normal=Vector2( 0, 0 ), bool stop_on_slope=false, max_slides=4, float floor_max_angle=0.785398, infinite_inertia=true )

    Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a KinematicBody2D or RigidBody2D, it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.

    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 Vector2(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 when you include gravity in linear_velocity and the body is standing still.

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

    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 RigidBody2D 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.


    • move_and_slide_with_snap ( Vector2 linear_velocity, snap, Vector2 floor_normal=Vector2( 0, 0 ), stop_on_slope=false, int max_slides=4, floor_max_angle=0.785398, bool infinite_inertia=true )

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

    As long as the snap vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting snap to (0, 0) or by using move_and_slide instead.