Up to date

This page is up to date for Godot 4.2. If you still find outdated information, please open an issue.

SeparationRayShape2D

Inherits: Shape2D < Resource < RefCounted < Object

A 2D ray shape used for physics collision that tries to separate itself from any collider.

Description

A 2D ray shape, intended for use in physics. Usually used to provide a shape for a CollisionShape2D. When a SeparationRayShape2D collides with an object, it tries to separate itself from it by moving its endpoint to the collision point. For example, a SeparationRayShape2D next to a character can allow it to instantly move up when touching stairs.

Properties

float

length

20.0

bool

slide_on_slope

false


Property Descriptions

float length = 20.0

  • void set_length ( float value )

  • float get_length ( )

The ray's length.


bool slide_on_slope = false

  • void set_slide_on_slope ( bool value )

  • bool get_slide_on_slope ( )

If false (default), the shape always separates and returns a normal along its own direction.

If true, the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes.