KinematicBody

Inherits: PhysicsBody < CollisionObject < Spatial < Node < Object

Category: Core

Brief Description

Kinematic body 3D node.

Properties

floatcollision/safe_margin
boolmove_lock_x
boolmove_lock_y
boolmove_lock_z

Methods

Vector3get_floor_velocity ( ) const
KinematicCollisionget_slide_collision ( int slide_idx )
intget_slide_count ( ) const
boolis_on_ceiling ( ) const
boolis_on_floor ( ) const
boolis_on_wall ( ) const
KinematicCollisionmove_and_collide ( Vector3 rel_vec, bool infinite_inertia=true, bool exclude_raycast_shapes=true, bool test_only=false )
Vector3move_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 )
Vector3move_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 )
booltest_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 as a character or a rigid body, these are the same as a static body. However, they have two main uses:

Simulated motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with AnimationPlayer.playback_process_mode set to “physics”), 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.

Tutorials

Property Descriptions

  • float collision/safe_margin
Setterset_safe_margin(value)
Getterget_safe_margin()

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


Setterset_axis_lock(value)
Getterget_axis_lock()

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


Setterset_axis_lock(value)
Getterget_axis_lock()

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


Setterset_axis_lock(value)
Getterget_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 stop_on_slope is true, body will not slide on slopes if you include gravity in linear_velocity.

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.

If infinite_inertia is true, body will be able to push RigidBody nodes, but it won’t also detect any collisions with them. If false it will interact with RigidBody nodes like with StaticBody.

Returns the linear_velocity vector, rotated and/or scaled if a slide collision occurred. To get 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.