Struct RigidBody2D

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

struct RigidBody2D ;

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 modes: Rigid, Static, Character, and Kinematic. Note: You should not change a RigidBody2D's position or linear_velocity every frame or even very often. If you need to directly affect the body's state, use integrateForces, 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 customIntegrator.

Properties

NameTypeDescription
angularDamp[get, set] doubleDamps the body's angularVelocity. If -1, the body will use the Default Angular Damp defined in Project > Project Settings > Physics > 2d.
angularVelocity[get, set] doubleThe body's rotational velocity.
appliedForce[get, set] Vector2The body's total applied force.
appliedTorque[get, set] doubleThe body's total applied torque.
bounce[get, set] doubleThe body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness). Deprecated, use PhysicsMaterial.bounce instead via physicsMaterialOverride.
canSleep[get, set] boolIf true, the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using applyImpulse or addForce.
contactMonitor[get, set] boolIf true, the body will emit signals when it collides with another RigidBody2D. See also contactsReported.
contactsReported[get, set] longThe maximum number of contacts to report.
continuousCd[get, set] RigidBody2D.CCDModeContinuous 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 ccdmode for details.
customIntegrator[get, set] boolIf true, internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the integrateForces function.
friction[get, set] doubleThe body's friction. Values range from 0 (frictionless) to 1 (maximum friction). Deprecated, use PhysicsMaterial.friction instead via physicsMaterialOverride.
gravityScale[get, set] doubleMultiplies 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 Area2Ds.
inertia[get, set] doubleThe 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.
linearDamp[get, set] doubleDamps the body's linearVelocity. If -1, the body will use the Default Linear Damp in Project > Project Settings > Physics > 2d.
linearVelocity[get, set] Vector2The body's linear velocity.
mass[get, set] doubleThe body's mass.
mode[get, set] RigidBody2D.ModeThe body's mode. See mode for possible values.
physicsMaterialOverride[get, set] PhysicsMaterialThe 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.
sleeping[get, set] boolIf true, the body is sleeping and will not calculate forces until woken up by a collision or by using applyImpulse or addForce.
weight[get, set] doubleThe body's weight based on its mass and the Default Gravity value in Project > Project Settings > Physics > 2d.

Methods

NameDescription
_bodyEnterTree
_bodyExitTree
_directStateChanged
_integrateForces Allows you to read and safely modify the simulation state for the object. Use this instead of Node.physicsProcess 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 customIntegrator allows you to disable the default behavior and write custom force integration for a body.
_reloadPhysicsCharacteristics
addCentralForce Adds a constant directional force without affecting rotation.
addForce Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
addTorque Adds a constant rotational force.
applyCentralImpulse Applies a directional impulse without affecting rotation.
applyImpulse 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.
applyTorqueImpulse Applies a rotational impulse to the body.
getAngularDamp
getAngularVelocity
getAppliedForce
getAppliedTorque
getBounce
getCollidingBodies Returns a list of the bodies colliding with this one. Use contactsReported to set the maximum number reported. You must also set contactMonitor to true. 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.
getContinuousCollisionDetectionMode
getFriction
getGravityScale
getInertia
getLinearDamp
getLinearVelocity
getMass
getMaxContactsReported
getMode
getPhysicsMaterialOverride
getWeight
isAbleToSleep
isContactMonitorEnabled
isSleeping
isUsingCustomIntegrator
setAngularDamp
setAngularVelocity
setAppliedForce
setAppliedTorque
setAxisVelocity 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.
setBounce
setCanSleep
setContactMonitor
setContinuousCollisionDetectionMode
setFriction
setGravityScale
setInertia
setLinearDamp
setLinearVelocity
setMass
setMaxContactsReported
setMode
setPhysicsMaterialOverride
setSleeping
setUseCustomIntegrator
setWeight
testMotion Returns true if a collision would result from moving in the given vector. margin increases the size of the shapes involved in the collision detection, and result is an object of type Physics2DTestMotionResult, which contains additional information about the collision (should there be one).

Enums

NameDescription
CCDMode
Constants
Mode