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StaticBody2D

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

Inherited By: AnimatableBody2D

Physics body for 2D physics which is static or moves only by script (without affecting other bodies on its path). Useful for floors and walls.

Description

Static body for 2D physics.

A static body is a simple body that doesn’t move under physics simulation, i.e. it can’t be moved by external forces or contacts but its transformation can still be updated manually by the user. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to RigidBody2D, it doesn’t consume any CPU resources as long as they don’t move.

They have extra functionalities to move and affect other bodies:

Static transform change: Static bodies can be moved by animation or script. In this case, they are just teleported and don’t affect other bodies on their path. Use AnimatableBody2D instead of StaticBody2D if you need a moving static body that affects other bodies on its path.

Constant velocity: When constant_linear_velocity or constant_angular_velocity is set, static bodies don’t move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.

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

  • void set_constant_angular_velocity ( float value )

  • float get_constant_angular_velocity ( )

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)

  • void set_constant_linear_velocity ( Vector2 value )

  • Vector2 get_constant_linear_velocity ( )

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

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.