CollisionPolygon3D๏ Godot Course
Inherits: Node3D < Node < Object
A node that provides a thickened polygon shape (a prism) to a CollisionObject3D parent.
Description๏
A node that provides a thickened polygon shape (a prism) to a CollisionObject3D parent and allows to edit it. The polygon can be concave or convex. This can give a detection shape to an Area3D or turn PhysicsBody3D into a solid object.
Warning: A non-uniformly scaled CollisionShape3D will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its shape resource instead.
Properties๏
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Property Descriptions๏
Color debug_color = Color(0, 0, 0, 0)
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The collision shape color that is displayed in the editor, or in the running project if Debug > Visible Collision Shapes is checked at the top of the editor.
Note: The default value is ProjectSettings.debug/shapes/collision/shape_color. The Color(0, 0, 0, 0)
value documented here is a placeholder, and not the actual default debug color.
If true
, when the shape is displayed, it will show a solid fill color in addition to its wireframe.
Length that the resulting collision extends in either direction perpendicular to its 2D polygon.
If true
, no collision will be produced.
The collision margin for the generated Shape3D. See Shape3D.margin for more details.
PackedVector2Array polygon = PackedVector2Array()
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void set_polygon(value: PackedVector2Array)
PackedVector2Array get_polygon()
Array of vertices which define the 2D polygon in the local XY plane.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector2Array for more details.