KinematicBody Properties |
The KinematicBody type exposes the following members.
Name | Description | |
---|---|---|
![]() | _GameObject |
Get the game object this component is attached to.
(Inherited from BaseComponent.) |
![]() | CollisionGroup |
The collision group this body belongs to.
Note: compare bits mask.
(Inherited from BasePhysicsComponent.) |
![]() | CollisionMask |
With which collision groups this body will collide?
Note: compare bits mask.
(Inherited from BasePhysicsComponent.) |
![]() | Enabled |
Is this component currently enabled.
(Inherited from BaseComponent.) |
![]() | EnableSimulation |
Get / set simulation state.
If true, will simulate forces etc on this body (default).
If false, will not simulate forces and basically behave like a kinematic body.
(Inherited from BasePhysicsComponent.) |
![]() | Friction |
Get / set body friction.
(Inherited from BasePhysicsComponent.) |
![]() | InvokeCollisionEvents |
If true (default) will invoke collision events.
You can turn this off for optimizations.
(Inherited from BasePhysicsComponent.) |
![]() | IsEthereal |
If ethereal, other bodies will be able to pass through this object, but it will still trigger contact events.
(Inherited from BasePhysicsComponent.) |
![]() | IsKinematic |
Return if this is a kinematic object.
(Inherited from BasePhysicsComponent.) |
![]() | IsStatic |
Return if this is a static object.
(Inherited from BasePhysicsComponent.) |
![]() | Name |
Get / set the name of this component.
(Inherited from IComponent.) |
![]() | Position |
Get / set current body position.
(Inherited from BasePhysicsComponent.) |
![]() | Restitution |
Get / set body restitution.
(Inherited from BasePhysicsComponent.) |
![]() | Scale |
Set / get body scale.
(Inherited from BasePhysicsComponent.) |
![]() | WorldTransform |
Get / set physical body world transformation.
(Inherited from BasePhysicsComponent.) |