StaticBody2D
Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object
Inherited By: AnimatableBody2D
A 2D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
Description
A static 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, AnimationMixer\ s (with AnimationMixer.callback_mode_process set to AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS), and RemoteTransform2D.
When StaticBody2D is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use AnimatableBody2D instead.
\ StaticBody2D is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using constant_linear_velocity and constant_angular_velocity).
Tutorials
Properties
| float | constant_angular_velocity | 0.0 |
|---|---|---|
| Vector2 | constant_linear_velocity | Vector2(0, 0) |
| PhysicsMaterial | physics_material_override |
Property Descriptions
float constant_angular_velocity = 0.0 🔗
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 = Vector2(0, 0) 🔗
The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
PhysicsMaterial physics_material_override 🔗
voidset_physics_material_override\ (\ value: PhysicsMaterial\ )- 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.