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 polygon shape to a CollisionObject2D parent.
A node that provides a thickened polygon shape (a prism) to a CollisionObject2D parent and allows to edit it. The polygon can be concave or convex. This can give a detection shape to an Area2D or turn PhysicsBody2D into a solid object.
Warning: A non-uniformly scaled CollisionShape2D will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its shape resource instead.
BuildMode BUILD_SOLIDS =
Collisions will include the polygon and its contained area. In this mode the node has the same effect as several ConvexPolygonShape2D nodes, one for each convex shape in the convex decomposition of the polygon (but without the overhead of multiple nodes).
BuildMode BUILD_SEGMENTS =
Collisions will only include the polygon edges. In this mode the node has the same effect as a single ConcavePolygonShape2D made of segments, with the restriction that each segment (after the first one) starts where the previous one ends, and the last one ends where the first one starts (forming a closed but hollow polygon).
BuildMode build_mode =
Collision build mode. Use one of the BuildMode constants.
bool disabled =
true, no collisions will be detected.
bool one_way_collision =
true, only edges that face up, relative to CollisionPolygon2D's rotation, will collide with other objects.
Note: This property has no effect if this CollisionPolygon2D is a child of an Area2D node.
float one_way_collision_margin =
The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the polygon at a high velocity.
PackedVector2Array polygon =
void set_polygon ( PackedVector2