/Godot 3.1

# KinematicBody2D

Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object

Category: Core

## Brief Description

Kinematic body 2D node.

## Methods

 Vector2 get_floor_velocity ( ) const KinematicCollision2D get_slide_collision ( int slide_idx ) int get_slide_count ( ) const bool is_on_ceiling ( ) const bool is_on_floor ( ) const bool is_on_wall ( ) const KinematicCollision2D move_and_collide ( Vector2 rel_vec, bool infinite_inertia=true, bool exclude_raycast_shapes=true, bool test_only=false ) Vector2 move_and_slide ( Vector2 linear_velocity, Vector2 floor_normal=Vector2( 0, 0 ), bool stop_on_slope=false, int max_slides=4, float floor_max_angle=0.785398, bool infinite_inertia=true ) Vector2 move_and_slide_with_snap ( Vector2 linear_velocity, Vector2 snap, Vector2 floor_normal=Vector2( 0, 0 ), bool stop_on_slope=false, int max_slides=4, float floor_max_angle=0.785398, bool infinite_inertia=true ) bool test_move ( Transform2D from, Vector2 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: KinematicBody2D 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.

## Property Descriptions

### float collision/safe_margin

 Setter set_safe_margin(value) Getter get_safe_margin()

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

### bool motion/sync_to_physics

 Setter set_sync_to_physics(value) Getter is_sync_to_physics_enabled()

If `true`, the body’s movement will be synchronized to the physics frame. This is useful when animating movement via AnimationPlayer, for example on moving platforms. Do not use together with move_and_slide or move_and_collide functions.

## Method Descriptions

### Vector2 get_floor_velocity ( ) const

Returns the velocity of the floor. Only updates when calling move_and_slide.

### KinematicCollision2D get_slide_collision ( int slide_idx )

Returns a KinematicCollision2D, 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).

Example usage:

```for i in get_slide_count():
var collision = get_slide_collision(i)
print("Collided with: ", collision.collider.name)
```

### 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.

### KinematicCollision2D move_and_collide ( Vector2 rel_vec, bool infinite_inertia=true, bool exclude_raycast_shapes=true, bool test_only=false )

Moves the body along the vector `rel_vec`. The body will stop if it collides. Returns a KinematicCollision2D, which contains information about the collision.

If `test_only` is `true`, the body does not move but the would-be collision information is given.

### Vector2 move_and_slide ( Vector2 linear_velocity, Vector2 floor_normal=Vector2( 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 `KinematicBody2D` or RigidBody2D, 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 in pixels 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 `Vector2(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 when you include gravity in `linear_velocity` and the body is standing still.

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 RigidBody2D nodes, but it won’t also detect any collisions with them. If `false` it will interact with RigidBody2D nodes like with StaticBody2D.

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.

### Vector2 move_and_slide_with_snap ( Vector2 linear_velocity, Vector2 snap, Vector2 floor_normal=Vector2( 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)` or by using move_and_slide instead.

### bool test_move ( Transform2D from, Vector2 rel_vec, bool infinite_inertia=true )

Checks for collisions without moving the body. Virtually sets the node’s position, scale and rotation to that of the given Transform2D, then tries to move the body along the vector `rel_vec`. Returns `true` if a collision would occur.

© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
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