RigidBody2D

    A body that is controlled by the 2D physics engine.

    This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.

    A RigidBody2D has 4 behavior s: Rigid, Static, Character, and Kinematic.

    Note: You should not change a RigidBody2D’s or linear_velocity every frame or even very often. If you need to directly affect the body’s state, use _integrate_forces, which allows you to directly access the physics state.

    Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime.

    If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See .

    The center of mass is always located at the node’s origin without taking into account the CollisionShape2D centroid offsets.

    Tutorials

    Methods

    void ( Physics2DDirectBodyState state ) virtual
    void ( Vector2 force )
    void ( Vector2 offset, force )
    voidadd_torque ( torque )
    voidapply_central_impulse ( impulse )
    voidapply_impulse ( offset, Vector2 impulse )
    void ( float torque )
    get_colliding_bodies ( ) const
    void ( Vector2 axis_velocity )
    test_motion ( motion, bool infinite_inertia=true, margin=0.08, Physics2DTestMotionResult result=null )
    • body_entered ( body )

    Emitted when a body enters into contact with this one. Requires contact_monitor to be set to and to be set high enough to detect all the collisions.


    • body_exited ( Node body )

    Emitted when a body exits contact with this one. Requires to be set to true and contacts_reported to be set high enough to detect all the collisions.


    • body_shape_entered ( body_id, Node body, body_shape, int local_shape )

    Emitted when a body enters into contact with this one. Reports colliding shape information. See for shape index information. Requires contact_monitor to be set to true and to be set high enough to detect all the collisions.


    • body_shape_exited ( int body_id, body, int body_shape, local_shape )

    Emitted when a body shape exits contact with this one. Reports colliding shape information. See CollisionObject2D for shape index information. Requires to be set to true and contacts_reported to be set high enough to detect all the collisions.


    • sleeping_state_changed ( )

    Emitted when the physics engine changes the body’s sleeping state.

    Note: Changing the value will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or emit_signal("sleeping_state_changed") is used.

    Enumerations

    enum Mode:

    • MODE_RIGID = 0 —- Rigid mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
    • MODE_CHARACTER = 2 —- Character mode. Similar to MODE_RIGID, but the body can not rotate.
    • MODE_KINEMATIC = 3 —- Kinematic mode. The body behaves like a , and must be moved by code.

    enum CCDMode:

    • CCD_MODE_DISABLED = 0 —- Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
    • CCD_MODE_CAST_RAY = 1 —- Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.
    • CCD_MODE_CAST_SHAPE = 2 —- Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.
    Default-1.0
    Setterset_angular_damp(value)
    Getterget_angular_damp()

    Damps the body’s . If -1, the body will use the Default Angular Damp defined in Project > Project Settings > Physics > 2d.

    See ProjectSettings.physics/2d/default_angular_damp for more details about damping.


    • angular_velocity
    Default0.0
    Setterset_angular_velocity(value)
    Getterget_angular_velocity()

    DefaultVector2( 0, 0 )
    Setterset_applied_force(value)
    Getterget_applied_force()

    The body’s total applied force.


    • applied_torque
    Default0.0
    Setterset_applied_torque(value)
    Getterget_applied_torque()

    The body’s total applied torque.


    Setterset_bounce(value)
    Getterget_bounce()

    The body’s bounciness. Values range from 0 (no bounce) to 1 (full bounciness).

    Deprecated, use instead via physics_material_override.


    • can_sleep

    If true, the body can enter sleep mode when there is no movement. See sleeping.

    Note: A RigidBody2D will never enter sleep mode automatically if its is MODE_CHARACTER. It can still be put to sleep manually by setting its property to true.


    • bool contact_monitor
    Defaultfalse
    Setterset_contact_monitor(value)
    Getteris_contact_monitor_enabled()

    If true, the body will emit signals when it collides with another RigidBody2D. See also .


    • int contacts_reported
    Default0
    Setterset_max_contacts_reported(value)
    Getterget_max_contacts_reported()

    The maximum number of contacts that will be recorded. Requires to be set to .

    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).


    Default0
    Setterset_continuous_collision_detection_mode(value)
    Getterget_continuous_collision_detection_mode()

    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 for details.


    • bool custom_integrator
    Defaultfalse
    Setterset_use_custom_integrator(value)
    Getteris_using_custom_integrator()

    If true, internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the function.


    Setterset_friction(value)
    Getterget_friction()

    The body’s friction. Values range from 0 (frictionless) to 1 (maximum friction).

    Deprecated, use instead via physics_material_override.


    Default1.0
    Setterset_gravity_scale(value)
    Getterget_gravity_scale()

    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 s.


    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.


    • linear_damp
    Default-1.0
    Setterset_linear_damp(value)
    Getterget_linear_damp()

    Damps the body’s linear_velocity. If -1, the body will use the Default Linear Damp in Project > Project Settings > Physics > 2d.


    • linear_velocity
    DefaultVector2( 0, 0 )
    Setterset_linear_velocity(value)
    Getterget_linear_velocity()

    The body’s linear velocity.


    Default1.0
    Setterset_mass(value)
    Getterget_mass()

    The body’s mass.


    • mode
    Default0
    Setterset_mode(value)
    Getterget_mode()

    The body’s mode. See Mode for possible values.


    • physics_material_override
    Setterset_physics_material_override(value)
    Getterget_physics_material_override()

    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.


    Defaultfalse
    Setterset_sleeping(value)
    Getteris_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 or add_force methods.


    • weight

    The body’s weight based on its mass and the Default Gravity value in Project > Project Settings > Physics > 2d.

    Method Descriptions

    Allows you to read and safely modify the simulation state for the object. Use this instead of if you need to directly change the body’s position or other physics properties. By default, it works in addition to the usual physics behavior, but custom_integrator allows you to disable the default behavior and write custom force integration for a body.


    • void add_central_force ( force )

    Adds a constant directional force without affecting rotation.


    • void add_force ( Vector2 offset, force )

    Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.


    • void add_torque ( float torque )

    Adds a constant rotational force.


    • void apply_central_impulse ( impulse )

    Applies a directional impulse without affecting rotation.


    • void apply_impulse ( Vector2 offset, impulse )

    Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts (use the “_force” functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object’s origin.


    • void apply_torque_impulse ( float torque )

    Applies a rotational impulse to the body.


    • get_colliding_bodies ( ) const

    Returns a list of the bodies colliding with this one. Requires contact_monitor to be set to true and to be set high enough to detect all the collisions.

    Note: The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.


    Sets the body’s velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.