This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
Simulated Motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with process mode set to fixed), the physics will automatically compute an estimate of their linear and angular velocity.
They are not affected by physics at all (to other types of bodies, such a character or a rigid body, these are the same as a static body). Kinematic bodies are special types of bodies that are meant to be user-controlled. This is useful when animating movement via AnimationPlayer, for example on moving platforms. bool motion/sync_to_physics - If true the body's movement will be synchronized to the physics frame.float collision/safe_margin - If the body is at least this close to another body, this body will consider them to be colliding.īody가 다른 body에 가까운 경우 이 body는 충돌하는 것으로 간주합니다.Test_move ( Transform2D from, Vector2 rel_vec, bool infinite_inertia )
Move_and_slide_with_snap ( Vector2 linear_velocity, Vector2 snap, Vector2 floor_normal=Vector2( 0, 0 ), bool infinite_inertia=true, bool stop_on_slope=false, int max_bounces=4, float floor_max_angle=0.785398 ) Move_and_slide ( Vector2 linear_velocity, Vector2 floor_normal=Vector2( 0, 0 ), bool infinite_inertia=true, bool stop_on_slope=false, int max_bounces=4, float floor_max_angle=0.785398 ) Move_and_collide ( Vector2 rel_vec, bool infinite_inertia=true, bool exclude_raycast_shapes=true, bool test_only=false )