If set to true, shapes of type [constant PhysicsServer2D.SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. Can be useful when snapping to the ground.
If set to false, shapes of type [constant PhysicsServer2D.SHAPE_SEPARATION_RAY] are only used for separation when overlapping with other bodies. That's the main use for separation ray shapes.
set getRID[] exclude_bodies<>():RID[] set get
Optional array of body RID to exclude from collision. Use [method CollisionObject2D.get_rid] to get the RID associated with a CollisionObject2D-derived node.
set getint[] exclude_objects<>():int[] set get
Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id].
set getTransform2D from<>():Transform2D set get
Transform in global space where the motion should start. Usually set to [member Node2D.global_transform] for the current body's transform.
set getfloat margin<>():float set get
Increases the size of the shapes involved in the collision detection.
set getVector2 motion<>():Vector2 set get
Motion vector to define the length and direction of the motion to test.
set getbool recovery_as_collision<>():bool set get
If set to true, any depenetration from the recovery phase is reported as a collision; this is used e.g. by CharacterBody2D for improving floor detection during floor snapping.
If set to false, only collisions resulting from the motion are reported, which is generally the desired behavior.
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