You are reading the
(unstable) version of this documentation, which may document features not available
or compatible with Godot 3.x.
Checking the stable version of the documentation...
Work in progress
Godot documentation is being updated to reflect the latest changes in version
4.0. Some documentation pages may
still state outdated information. This banner will tell you if you're reading one of such pages.
The contents of this page are up to date. If you can still find outdated information, please open an issue.
Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object
Inherited By: AnimatableBody2D
Physics body for 2D physics which is static or moves only by script. Useful for floor and walls.
Static body for 2D physics.
A static body is a simple body that doesn't move under physics simulation, i.e. it can't be moved by external forces or contacts but its transformation can still be updated manually by the user. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to RigidBody2D, it doesn't consume any CPU resources as long as they don't move.
They have extra functionalities to move and affect other bodies:
Static transform change: Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.
Constant velocity: When constant_linear_velocity or constant_angular_velocity is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.
float constant_angular_velocity =
The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.
Vector2 constant_linear_velocity =
The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
void set_physics_material_override ( PhysicsMaterial value )
PhysicsMaterial get_physics_material_override ( )
The 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.