Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
A node that provides a thickened polygon shape (a prism) to a CollisionObject3D parent.
A node that provides a thickened polygon shape (a prism) to a CollisionObject3D parent and allows to edit it. The polygon can be concave or convex. This can give a detection shape to an Area3D or turn PhysicsBody3D into a solid object.
Warning: A non-uniformly scaled CollisionShape3D will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its shape resource instead.
float depth =
Length that the resulting collision extends in either direction perpendicular to its 2D polygon.
bool disabled =
true, no collision will be produced.
float margin =
PackedVector2Array polygon =
Array of vertices which define the 2D polygon in the local XY plane.
Note: The returned value is a copy of the original. Methods which mutate the size or properties of the return value will not impact the original polygon. To change properties of the polygon, assign it to a temporary variable and make changes before reassigning the