KinematicBody¶

Inherits: PhysicsBody < CollisionObject < Spatial < Node < Object

Category: Core

Brief Description¶

Kinematic body 3D node.

Methods¶

 Vector3 get_floor_velocity ( ) const KinematicCollision 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 KinematicCollision move_and_collide ( Vector3 rel_vec, bool infinite_inertia=true, bool exclude_raycast_shapes=true, bool test_only=false ) Vector3 move_and_slide ( Vector3 linear_velocity, Vector3 floor_normal=Vector3( 0, 0, 0 ), bool stop_on_slope=false, int max_slides=4, float floor_max_angle=0.785398, bool infinite_inertia=true ) Vector3 move_and_slide_with_snap ( Vector3 linear_velocity, Vector3 snap, Vector3 floor_normal=Vector3( 0, 0, 0 ), bool stop_on_slope=false, int max_slides=4, float floor_max_angle=0.785398, bool infinite_inertia=true ) bool test_move ( Transform from, Vector3 rel_vec, bool infinite_inertia=true )

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 a character or a rigid body, these are the same as a static body). They have however, two main uses:

Simulated Motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with process mode set to fixed), 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: KinematicBody 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 that don’t require advanced physics.

Property Descriptions¶

• float collision/safe_margin
 Setter set_safe_margin(value) Getter get_safe_margin()

If the body is at least this close to another body, this body will consider them to be colliding.

 Setter set_axis_lock(value) Getter get_axis_lock()

Lock the body’s movement in the x-axis.

 Setter set_axis_lock(value) Getter get_axis_lock()

Lock the body’s movement in the y-axis.

 Setter set_axis_lock(value) Getter get_axis_lock()

Lock the body’s movement in the z-axis.

Method Descriptions¶

• Vector3 get_floor_velocity ( ) const

Returns the velocity of the floor. Only updates when calling move_and_slide.

Returns a KinematicCollision, which contains information about a collision that occurred during the last move_and_slide call. 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).

• int get_slide_count ( ) const

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

• bool is_on_ceiling ( ) const

Returns `true` if the body is on the ceiling. Only updates when calling move_and_slide.

• bool is_on_floor ( ) const

Returns `true` if the body is on the floor. Only updates when calling move_and_slide.

• bool is_on_wall ( ) const

Returns `true` if the body is on a wall. Only updates when calling move_and_slide.

Moves the body along the vector `rel_vec`. The body will stop if it collides. Returns a KinematicCollision, which contains information about the collision.

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

• Vector3 move_and_slide ( Vector3 linear_velocity, Vector3 floor_normal=Vector3( 0, 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 `KinematicBody` or RigidBody, it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.

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

`floor_normal` 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 `Vector3(0, 0, 0)`, everything is considered a wall. This is useful for topdown games.

If the body is standing on a slope and the horizontal speed (relative to the floor’s speed) goes below `slope_stop_min_velocity`, the body will stop completely. This prevents the body from sliding down slopes when you include gravity in `linear_velocity`. When set to lower values, the body will not be able to stand still on steep slopes.

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.

Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use get_slide_collision.

• Vector3 move_and_slide_with_snap ( Vector3 linear_velocity, Vector3 snap, Vector3 floor_normal=Vector3( 0, 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, 0)`` or by using move_and_slide instead.

Checks for collisions without moving the body. Virtually sets the node’s position, scale and rotation to that of the given Transform, then tries to move the body along the vector `rel_vec`. Returns `true` if a collision would occur.