KinematicBody2D

Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object

Kinematic body 2D node.

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 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 move_and_collide and move_and_slide methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.

Tutorials

Properties

float

collision/safe_margin

0.08

bool

motion/sync_to_physics

false

MovingPlatformApplyVelocityOnLeave

moving_platform_apply_velocity_on_leave

0

Methods

float

get_floor_angle ( Vector2 up_direction=Vector2( 0, -1 ) ) const

Vector2

get_floor_normal ( ) const

Vector2

get_floor_velocity ( ) const

KinematicCollision2D

get_last_slide_collision ( )

KinematicCollision2D

get_slide_collision ( int slide_idx )

int

get_slide_count ( ) const

bool

is_on_ceiling ( ) const

bool

is_on_floor ( ) const

bool

is_on_wall ( ) const

KinematicCollision2D

move_and_collide ( Vector2 rel_vec, bool infinite_inertia=true, bool exclude_raycast_shapes=true, bool test_only=false )

Vector2

move_and_slide ( Vector2 linear_velocity, Vector2 up_direction=Vector2( 0, 0 ), bool stop_on_slope=false, int max_slides=4, float floor_max_angle=0.785398, bool infinite_inertia=true )

Vector2

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

bool

test_move ( Transform2D from, Vector2 rel_vec, bool infinite_inertia=true )


Enumerations

enum MovingPlatformApplyVelocityOnLeave:

MovingPlatformApplyVelocityOnLeave PLATFORM_VEL_ON_LEAVE_ALWAYS = 0

Add the last platform velocity when you leave a moving platform.

MovingPlatformApplyVelocityOnLeave PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY = 1

Add the last platform velocity when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.

MovingPlatformApplyVelocityOnLeave PLATFORM_VEL_ON_LEAVE_NEVER = 2

Do nothing when leaving a platform.


Property Descriptions

float collision/safe_margin = 0.08

  • void set_safe_margin ( float value )

  • float get_safe_margin ( )

Extra margin used for collision recovery in motion functions (see move_and_collide, move_and_slide, move_and_slide_with_snap).

If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.

A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.

A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.


bool motion/sync_to_physics = false

  • void set_sync_to_physics ( bool value )

  • bool is_sync_to_physics_enabled ( )

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


MovingPlatformApplyVelocityOnLeave moving_platform_apply_velocity_on_leave = 0

Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See MovingPlatformApplyVelocityOnLeave constants for available behavior.


Method Descriptions

float get_floor_angle ( Vector2 up_direction=Vector2( 0, -1 ) ) const

Returns the floor's collision angle at the last collision point according to up_direction, which is Vector2.UP by default. This value is always positive and only valid after calling move_and_slide and when is_on_floor returns true.


Vector2 get_floor_normal ( ) const

Returns the surface normal of the floor at the last collision point. Only valid after calling move_and_slide or move_and_slide_with_snap and when is_on_floor returns true.


Vector2 get_floor_velocity ( ) const

Returns the linear velocity of the floor at the last collision point. Only valid after calling move_and_slide or move_and_slide_with_snap and when is_on_floor returns true.


KinematicCollision2D get_last_slide_collision ( )

Returns a KinematicCollision2D, which contains information about the latest collision that occurred during the last call to move_and_slide.


KinematicCollision2D get_slide_collision ( int slide_idx )

Returns a KinematicCollision2D, which contains information about a collision that occurred during the last call to move_and_slide or move_and_slide_with_snap. Since the body can collide several times in a single call to move_and_slide, you must specify the index of the collision in the range 0 to (get_slide_count - 1).

Example usage:

for i in get_slide_count():
    var collision = get_slide_collision(i)
    print("Collided with: ", collision.collider.name)

int get_slide_count ( ) const

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


bool is_on_ceiling ( ) const

Returns true if the body collided with the ceiling on the last call of move_and_slide or move_and_slide_with_snap. Otherwise, returns false.


bool is_on_floor ( ) const

Returns true if the body collided with the floor on the last call of move_and_slide or move_and_slide_with_snap. Otherwise, returns false.


bool is_on_wall ( ) const

Returns true if the body collided with a wall on the last call of move_and_slide or move_and_slide_with_snap. Otherwise, returns false.


KinematicCollision2D move_and_collide ( Vector2 rel_vec, bool infinite_inertia=true, bool exclude_raycast_shapes=true, bool 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 when stopped, or when touching another body along the motion.

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


Vector2 move_and_slide ( Vector2 linear_velocity, Vector2 up_direction=Vector2( 0, 0 ), bool stop_on_slope=false, int max_slides=4, float floor_max_angle=0.785398, bool 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 and rotating platforms, or to make nodes push other nodes.

This method should be used in Node._physics_process (or in a method called by Node._physics_process), as it uses the physics step's delta value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.

linear_velocity is the velocity vector in pixels per second. Unlike in move_and_collide, you should not multiply it by delta — the physics engine handles applying the velocity.

up_direction 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.

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 RigidBody2D nodes, but it won't also detect any collisions with them. If false, it will interact with RigidBody2D nodes like with StaticBody2D.

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.

When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.


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

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

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.


bool test_move ( Transform2D from, Vector2 rel_vec, bool infinite_inertia=true )

Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given Transform2D, then tries to move the body along the vector rel_vec. Returns true if a collision would stop the body from moving along the whole path.

Use move_and_collide instead for detecting collision with touching bodies.