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Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

KinematicBodyOptions

A body moved by its pose, pushing what it meets.

  • BodyOptionsBase
Property Type Default value Description
bodyType "kinematic" | Kinematic undefined -
collisionLayer? CollisionLayerHandle CoreLayers.default The layer it stands in, a handle a plugin declared.
collisionMask? CollisionMask every layer The layers it meets: a pair touches only when each one’s mask holds the other’s layer.
ignore? readonly Entity[] undefined Entities it never touches, such as a rider’s own dragon, without spending a layer.
pushes? readonly CollisionLayerHandle[] every layer of its mask The layers of the dynamic bodies it pushes: a kart that leaves the ball out still touches it and passes through, so the game’s own system decides the touch.
reportContacts? boolean false Whether it raises CollisionEnteredEvent and CollisionExitedEvent as it starts and stops touching another entity, as Rapier’s active events and Godot’s contact_monitor are asked for, so a pile of crates nobody watches costs nothing. A trigger reports always.