<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionShape2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A node that provides a [Shape2D] to a [CollisionObject2D] parent.
</brief_description>
<description>
A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows to edit it. This can give a detection shape to an [Area2D] or turn a [PhysicsBody2D] into a solid object.
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/2712</link>
<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/2728</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/2719</link>
</tutorials>
<members>
<member name="debug_color" type="Color" setter="set_debug_color" getter="get_debug_color" default="Color(0, 0, 0, 1)">
The collision shape debug color.
[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/collision/shape_color]. The [code]Color(0, 0, 0, 1)[/code] value documented here is a placeholder, and not the actual default debug color.
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false" keywords="enabled">
A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred].
</member>
<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" default="false">
Sets whether this collision shape should only detect collision on one side (top or bottom).
[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a child of an [Area2D] node.
</member>
<member name="one_way_collision_margin" type="float" setter="set_one_way_collision_margin" getter="get_one_way_collision_margin" default="1.0">
The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity.
</member>
<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape">
The actual shape owned by this collision shape.
</member>
</members>
</class>