Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

CollisionShape2D

Inherits: Node2D < CanvasItem < Node < Object

A node that provides a Shape2D to a CollisionObject2D parent.

Description

A node that provides a Shape2D to a CollisionObject2D parent and allows to edit it. This can give a detection shape to an Area2D or turn a PhysicsBody2D into a solid object.

Tutorials

Properties

Color

debug_color

Color(0, 0, 0, 1)

bool

disabled

false

bool

one_way_collision

false

float

one_way_collision_margin

1.0

Shape2D

shape


Property Descriptions

Color debug_color = Color(0, 0, 0, 1) 🔗

  • void set_debug_color(value: Color)

  • Color get_debug_color()

The collision shape debug color.

Note: The default value is ProjectSettings.debug/shapes/collision/shape_color. The Color(0, 0, 0, 1) value documented here is a placeholder, and not the actual default debug color.


bool disabled = false 🔗

  • void set_disabled(value: bool)

  • bool is_disabled()

A disabled collision shape has no effect in the world. This property should be changed with Object.set_deferred.


bool one_way_collision = false 🔗

  • void set_one_way_collision(value: bool)

  • bool is_one_way_collision_enabled()

Sets whether this collision shape should only detect collision on one side (top or bottom).

Note: This property has no effect if this CollisionShape2D is a child of an Area2D node.


float one_way_collision_margin = 1.0 🔗

  • void set_one_way_collision_margin(value: float)

  • float get_one_way_collision_margin()

The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity.


Shape2D shape 🔗

The actual shape owned by this collision shape.