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- .. _doc_collision_shapes_2d:
- Collision shapes (2D)
- =====================
- This guide explains:
- - The types of collision shapes available in 2D in Godot.
- - Using an image converted to a polygon as a collision shape.
- - Performance considerations regarding 2D collisions.
- Godot provides many kinds of collision shapes, with different performance and
- accuracy tradeoffs.
- You can define the shape of a :ref:`class_PhysicsBody2D` by adding one or more
- :ref:`CollisionShape2Ds <class_CollisionShape2D>` or
- :ref:`CollisionPolygon2Ds <class_CollisionPolygon2D>` as child nodes.
- Note that you must add a :ref:`class_Shape2D` *resource* to collision shape
- nodes in the Inspector dock.
- .. note::
- When you add multiple collision shapes to a single PhysicsBody2D, you don't
- have to worry about them overlapping. They won't "collide" with each other.
- Primitive collision shapes
- --------------------------
- Godot provides the following primitive collision shape types:
- - :ref:`class_RectangleShape2D`
- - :ref:`class_CircleShape2D`
- - :ref:`class_CapsuleShape2D`
- - :ref:`class_SegmentShape2D`
- - :ref:`class_SeparationRayShape2D` (designed for characters)
- - :ref:`class_WorldBoundaryShape2D` (infinite plane)
- You can represent the collision of most smaller objects using one or more
- primitive shapes. However, for more complex objects, such as a large ship or a
- whole level, you may need convex or concave shapes instead. More on that below.
- We recommend favoring primitive shapes for dynamic objects such as RigidBodies
- and KinematicBodies as their behavior is the most reliable. They often provide
- better performance as well.
- Convex collision shapes
- -----------------------
- .. warning::
- Godot currently doesn't offer a built-in way to create 2D convex collision
- shapes. This section is mainly here for reference purposes.
- :ref:`Convex collision shapes <class_ConvexPolygonShape2D>` are a compromise
- between primitive collision shapes and concave collision shapes. They can
- represent shapes of any complexity, but with an important caveat. As their name
- implies, an individual shape can only represent a *convex* shape. For instance,
- a pyramid is *convex*, but a hollow box is *concave*. To define a concave object
- with a single collision shape, you need to use a concave collision shape.
- Depending on the object's complexity, you may get better performance by using
- multiple convex shapes instead of a concave collision shape. Godot lets you use
- *convex decomposition* to generate convex shapes that roughly match a hollow
- object. Note this performance advantage no longer applies after a certain amount
- of convex shapes. For large and complex objects such as a whole level, we
- recommend using concave shapes instead.
- Concave or trimesh collision shapes
- -----------------------------------
- :ref:`Concave collision shapes <class_ConcavePolygonShape2D>`, also called trimesh
- collision shapes, can take any form, from a few triangles to thousands of
- triangles. Concave shapes are the slowest option but are also the most accurate
- in Godot. **You can only use concave shapes within StaticBodies.** They will not
- work with KinematicBodies or RigidBodies unless the RigidBody's mode is Static.
- .. note::
- Even though concave shapes offer the most accurate *collision*, contact
- reporting can be less precise than primitive shapes.
- When not using TileMaps for level design, concave shapes are the best approach
- for a level's collision.
- You can configure the CollisionPolygon2D node's *build mode* in the inspector.
- If it is set to **Solids** (the default), collisions will include the polygon
- and its contained area. If it is set to **Segments**, collisions will only
- include the polygon edges.
- You can generate a concave collision shape from the editor by selecting a Sprite2D
- and using the **Sprite2D** menu at the top of the 2D viewport. The Sprite2D menu
- dropdown exposes an option called **Create CollisionPolygon2D Sibling**.
- Once you click it, it displays a menu with 3 settings:
- - **Simplification:** Higher values will result in a less detailed shape, which
- improves performance at the cost of accuracy.
- - **Shrink (Pixels):** Higher values will shrink the generated collision polygon
- relative to the sprite's edges.
- - **Grow (Pixels):** Higher values will grow the generated collision polygon
- relative to the sprite's edges. Note that setting Grow and Shrink to equal
- values may yield different results than leaving both of them on 0.
- .. note::
- If you have an image with many small details, it's recommended to create a
- simplified version and use it to generate the collision polygon. This
- can result in better performance and game feel, since the player won't
- be blocked by small, decorative details.
- To use a separate image for collision polygon generation, create another
- Sprite2D, generate a collision polygon sibling from it then remove the Sprite2D
- node. This way, you can exclude small details from the generated collision.
- Performance caveats
- -------------------
- You aren't limited to a single collision shape per PhysicsBody. Still, we
- recommend keeping the number of shapes as low as possible to improve
- performance, especially for dynamic objects like RigidBodies and
- KinematicBodies. On top of that, avoid translating, rotating, or scaling
- CollisionShapes to benefit from the physics engine's internal optimizations.
- When using a single non-transformed collision shape in a StaticBody, the
- engine's *broad phase* algorithm can discard inactive PhysicsBodies. The *narrow
- phase* will then only have to take into account the active bodies' shapes. If a
- StaticBody has many collision shapes, the broad phase will fail. The narrow
- phase, which is slower, must then perform a collision check against each shape.
- If you run into performance issues, you may have to make tradeoffs in terms of
- accuracy. Most games out there don't have a 100% accurate collision. They find
- creative ways to hide it or otherwise make it unnoticeable during normal
- gameplay.
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