A body that is controlled by the 2D physics engine.
    public class RigidBody2D : PhysicsBody2D

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(Godot.Physics2DDirectBodyState), 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.

Inheritance Chain

Constructors

    public RigidBody2D()

Signals

    "body_entered" (Node body)

Emitted when a body enters into contact with this one. ContactMonitor must be true and ContactsReported greater than 0.

    "body_exited" (Node body)

Emitted when a body exits contact with this one. ContactMonitor must be true and ContactsReported greater than 0.

    "body_shape_entered" (int body_id, Node body, int body_shape, int local_shape)

Emitted when a body enters into contact with this one. Reports colliding shape information. See CollisionObject2D for shape index information. ContactMonitor must be true and ContactsReported greater than 0.

    "body_shape_exited" (int body_id, Node body, int body_shape, int local_shape)

Emitted when a body shape exits contact with this one. Reports colliding shape information. See CollisionObject2D for shape index information. ContactMonitor must be true and ContactsReported greater than 0.

    "sleeping_state_changed" ()

Emitted when Sleeping changes.

Properties

    public float AngularDamp { get; set; }

Damps the body’s AngularVelocity. If -1, the body will use the Default Angular Damp defined in Project > Project Settings > Physics > 2d.

    public float AngularVelocity { get; set; }

The body’s rotational velocity.

    public Vector2 AppliedForce { get; set; }

The body’s total applied force.

    public float AppliedTorque { get; set; }

The body’s total applied torque.

    public float Bounce { get; set; }

The body’s bounciness. Values range from 0 (no bounce) to 1 (full bounciness).

Deprecated, use PhysicsMaterial.Bounce instead via PhysicsMaterialOverride.

    public bool CanSleep { get; set; }

If 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(Godot.Vector2, Godot.Vector2) or AddForce(Godot.Vector2, Godot.Vector2).

    public bool ContactMonitor { get; set; }

If true, the body will emit signals when it collides with another RigidBody2D. See also ContactsReported.

    public int ContactsReported { get; set; }

The maximum number of contacts to report.

    public CCDMode ContinuousCd { get; set; }

Continuous 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.

    public bool CustomIntegrator { get; set; }

If true, internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the _IntegrateForces(Godot.Physics2DDirectBodyState) function.

    public float Friction { get; set; }

The body’s friction. Values range from 0 (frictionless) to 1 (maximum friction).

Deprecated, use PhysicsMaterial.Friction instead via PhysicsMaterialOverride.

    public float GravityScale { get; set; }

Multiplies 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.

    public float Inertia { get; set; }

The 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.

    public float LinearDamp { get; set; }

Damps the body’s LinearVelocity. If -1, the body will use the Default Linear Damp in Project > Project Settings > Physics > 2d.

    public Vector2 LinearVelocity { get; set; }

The body’s linear velocity.

    public float Mass { get; set; }

The body’s mass.

    public ModeEnum Mode { get; set; }

The body’s mode. See Mode for possible values.

    public PhysicsMaterial PhysicsMaterialOverride { get; set; }

    public bool Sleeping { get; set; }

If true, the body is sleeping and will not calculate forces until woken up by a collision or by using ApplyImpulse(Godot.Vector2, Godot.Vector2) or AddForce(Godot.Vector2, Godot.Vector2).

    public float Weight { get; set; }

The body’s weight based on its mass and the Default Gravity value in Project > Project Settings > Physics > 2d.

Methods

    public virtual void _IntegrateForces(Physics2DDirectBodyState state)

Allows you to read and safely modify the simulation state for the object. Use this instead of Node._PhysicsProcess(float) 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.

    public void AddCentralForce(Vector2 force)

Adds a constant directional force without affecting rotation.

    public void AddForce(Vector2 offset, Vector2 force)

Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.

    public void AddTorque(float torque)

Adds a constant rotational force.

    public void ApplyCentralImpulse(Vector2 impulse)

Applies a directional impulse without affecting rotation.

    public void ApplyImpulse(Vector2 offset, Vector2 impulse)

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.

    public void ApplyTorqueImpulse(float torque)

Applies a rotational impulse to the body.

    [Obsolete("GetAngularDamp is deprecated. Use the AngularDamp property instead.")]
    public float GetAngularDamp()

Getter for AngularDamp

    [Obsolete("GetAngularVelocity is deprecated. Use the AngularVelocity property instead.")]
    public float GetAngularVelocity()

Getter for AngularVelocity

    [Obsolete("GetAppliedForce is deprecated. Use the AppliedForce property instead.")]
    public Vector2 GetAppliedForce()

Getter for AppliedForce

    [Obsolete("GetAppliedTorque is deprecated. Use the AppliedTorque property instead.")]
    public float GetAppliedTorque()

Getter for AppliedTorque

    [Obsolete("GetBounce is deprecated. Use the Bounce property instead.")]
    public float GetBounce()

Getter for Bounce

    public Godot.Collections.Array 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.

    [Obsolete("GetContinuousCollisionDetectionMode is deprecated. Use the ContinuousCd property instead.")]
    public CCDMode GetContinuousCollisionDetectionMode()

Getter for ContinuousCd

    [Obsolete("GetFriction is deprecated. Use the Friction property instead.")]
    public float GetFriction()

Getter for Friction

    [Obsolete("GetGravityScale is deprecated. Use the GravityScale property instead.")]
    public float GetGravityScale()

Getter for GravityScale

    [Obsolete("GetInertia is deprecated. Use the Inertia property instead.")]
    public float GetInertia()

Getter for Inertia

    [Obsolete("GetLinearDamp is deprecated. Use the LinearDamp property instead.")]
    public float GetLinearDamp()

Getter for LinearDamp

    [Obsolete("GetLinearVelocity is deprecated. Use the LinearVelocity property instead.")]
    public Vector2 GetLinearVelocity()

Getter for LinearVelocity

    [Obsolete("GetMass is deprecated. Use the Mass property instead.")]
    public float GetMass()

Getter for Mass

    [Obsolete("GetMaxContactsReported is deprecated. Use the ContactsReported property instead.")]
    public int GetMaxContactsReported()

Getter for ContactsReported

    [Obsolete("GetMode is deprecated. Use the Mode property instead.")]
    public ModeEnum GetMode()

Getter for Mode

    [Obsolete("GetPhysicsMaterialOverride is deprecated. Use the PhysicsMaterialOverride property instead.")]
    public PhysicsMaterial GetPhysicsMaterialOverride()

Getter for PhysicsMaterialOverride

    [Obsolete("GetWeight is deprecated. Use the Weight property instead.")]
    public float GetWeight()

Getter for Weight

    [Obsolete("IsAbleToSleep is deprecated. Use the CanSleep property instead.")]
    public bool IsAbleToSleep()

Getter for CanSleep

    [Obsolete("IsContactMonitorEnabled is deprecated. Use the ContactMonitor property instead.")]
    public bool IsContactMonitorEnabled()

Getter for ContactMonitor

    [Obsolete("IsSleeping is deprecated. Use the Sleeping property instead.")]
    public bool IsSleeping()

Getter for Sleeping

    [Obsolete("IsUsingCustomIntegrator is deprecated. Use the CustomIntegrator property instead.")]
    public bool IsUsingCustomIntegrator()

Getter for CustomIntegrator

    [Obsolete("SetAngularDamp is deprecated. Use the AngularDamp property instead.")]
    public void SetAngularDamp(float angularDamp)

Setter for AngularDamp

    [Obsolete("SetAngularVelocity is deprecated. Use the AngularVelocity property instead.")]
    public void SetAngularVelocity(float angularVelocity)

Setter for AngularVelocity

    [Obsolete("SetAppliedForce is deprecated. Use the AppliedForce property instead.")]
    public void SetAppliedForce(Vector2 force)

Setter for AppliedForce

    [Obsolete("SetAppliedTorque is deprecated. Use the AppliedTorque property instead.")]
    public void SetAppliedTorque(float torque)

Setter for AppliedTorque

    public void SetAxisVelocity(Vector2 axisVelocity)

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.

    [Obsolete("SetBounce is deprecated. Use the Bounce property instead.")]
    public void SetBounce(float bounce)

Setter for Bounce

    [Obsolete("SetCanSleep is deprecated. Use the CanSleep property instead.")]
    public void SetCanSleep(bool ableToSleep)

Setter for CanSleep

    [Obsolete("SetContactMonitor is deprecated. Use the ContactMonitor property instead.")]
    public void SetContactMonitor(bool enabled)

Setter for ContactMonitor

    [Obsolete("SetContinuousCollisionDetectionMode is deprecated. Use the ContinuousCd property instead.")]
    public void SetContinuousCollisionDetectionMode(CCDMode mode)

Setter for ContinuousCd

    [Obsolete("SetFriction is deprecated. Use the Friction property instead.")]
    public void SetFriction(float friction)

Setter for Friction

    [Obsolete("SetGravityScale is deprecated. Use the GravityScale property instead.")]
    public void SetGravityScale(float gravityScale)

Setter for GravityScale

    [Obsolete("SetInertia is deprecated. Use the Inertia property instead.")]
    public void SetInertia(float inertia)

Setter for Inertia

    [Obsolete("SetLinearDamp is deprecated. Use the LinearDamp property instead.")]
    public void SetLinearDamp(float linearDamp)

Setter for LinearDamp

    [Obsolete("SetLinearVelocity is deprecated. Use the LinearVelocity property instead.")]
    public void SetLinearVelocity(Vector2 linearVelocity)

Setter for LinearVelocity

    [Obsolete("SetMass is deprecated. Use the Mass property instead.")]
    public void SetMass(float mass)

Setter for Mass

    [Obsolete("SetMaxContactsReported is deprecated. Use the ContactsReported property instead.")]
    public void SetMaxContactsReported(int amount)

Setter for ContactsReported

    [Obsolete("SetMode is deprecated. Use the Mode property instead.")]
    public void SetMode(ModeEnum mode)

Setter for Mode

    [Obsolete("SetPhysicsMaterialOverride is deprecated. Use the PhysicsMaterialOverride property instead.")]
    public void SetPhysicsMaterialOverride(PhysicsMaterial physicsMaterialOverride)

Setter for PhysicsMaterialOverride

    [Obsolete("SetSleeping is deprecated. Use the Sleeping property instead.")]
    public void SetSleeping(bool sleeping)

Setter for Sleeping

    [Obsolete("SetUseCustomIntegrator is deprecated. Use the CustomIntegrator property instead.")]
    public void SetUseCustomIntegrator(bool enable)

Setter for CustomIntegrator

    [Obsolete("SetWeight is deprecated. Use the Weight property instead.")]
    public void SetWeight(float weight)

Setter for Weight

    public bool TestMotion(Vector2 motion, bool infiniteInertia = true, float margin = 0.08f, Physics2DTestMotionResult result = null)

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).

Inner Types

CCDMode

Name Value Description
Disabled 0 Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
CastRay 1 Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.
CastShape 2 Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.

ModeEnum

Name Value Description
Rigid 0 Rigid mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
Static 1 Static mode. The body behaves like a [StaticBody2D] and does not move.
Character 2 Character mode. Similar to [constant MODE_RIGID], but the body can not rotate.
Kinematic 3 Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved by code.
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