Returns the velocity of the floor. Only updates when calling moveAndSlide.
Returns a KinematicCollision, which contains information about a collision that occurred during the last moveAndSlide call. Since the body can collide several times in a single call to moveAndSlide, you must specify the index of the collision in the range 0 to (getSlideCount - 1).
Returns the number of times the body collided and changed direction during the last call to moveAndSlide.
Returns true if the body is on the ceiling. Only updates when calling moveAndSlide.
Returns true if the body is on the floor. Only updates when calling moveAndSlide.
Returns true if the body is on a wall. Only updates when calling moveAndSlide.
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.
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 a value in pixels per second. Unlike in for example moveAndCollide, you should not multiply it with delta — this is done by the method. 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. TODO: Update for new stop_on_slode argument. If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below slope_stop_min_velocity, the body will stop completely. This prevents the body from sliding down slopes when you include gravity in linear_velocity. When set to lower values, the body will not be able to stand still on steep slopes. 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. Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use getSlideCollision.
Moves the body while keeping it attached to slopes. Similar to moveAndSlide. 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 settingsnap to(0, 0, 0) or by using moveAndSlide 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.
If the body is at least this close to another body, this body will consider them to be colliding.
If the body is at least this close to another body, this body will consider them to be colliding.
Kinematic body 3D node.
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 a character or a rigid body, these are the same as a static body). They have however, two main uses: Simulated Motion: When these bodies are moved manually, either from code or from an AnimationPlayer (with process mode set to fixed), 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 moveAndCollide and moveAndSlide 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.