7 actions in the Physics category.
Each block mirrors how the action appears in the editor's sidebar.
Can See
Physics
Can SeePhysics
Nodenot set|Targetnot set|→ Clear|→ Blocked
Checks whether a straight line from this node to another node is free of obstacles. It is the usual way to give an enemy a line of sight.
Input
Type
Default
Description
Node
Node
-
The node that looks. Leave it empty to look from this node.
Target
Node
-
The node to look at, such as the player. Point it at the body itself, since a parent above the collider never matches.
Branch
Goes to
Clear
Where to go when nothing stands between the two nodes.
Blocked
Where to go when something is in the way.
PhasesStartEvery FramePhysicsWorks onNode2DNode3D
Get Bodies In Radius
Physics
Get Bodies In RadiusPhysics
Nodenot set|Radius100.0|Mask1|→ Any|→ None
Asks the physics world which bodies sit inside a circle around this node and stores them as a list. Use it for a blast, a shockwave or a scan of what is near.
Input
Type
Default
Description
Node
Node
-
The node the circle is centered on. Leave it empty to center it on this node.
Radius
float
100.0
How far around the node to look, in pixels in 2D and in meters in 3D.
Mask
int
1
Which collision layers to look at, as the same number the inspector shows for a collision mask.
Output
Type
Description
Result
Array
The bodies found inside the circle, without this node.
Branch
Goes to
Any
Where to go when at least one body sits inside the radius.
None
Where to go when the radius is clear, which is when an empty list is stored.
PhasesStartEvery FramePhysicsWorks onNode2DNode3D
Get Overlapping Areas
Physics
Get Overlapping AreasPhysics
not set|→ Found|→ None
Stores the other areas that overlap an Area2D or an Area3D right now, such as the 2 hurtboxes a sword swing is touching. It reads the list the area already keeps, while Get Bodies In Radius asks the physics world again.
Input
Type
Default
Description
Area
Node
-
The Area2D or Area3D to read, such as a hitbox or a pickup radius.
Output
Type
Description
Result
Array
Where to store the areas that overlap the area right now.
Branch
Goes to
Found
Where to go when at least one other area overlaps this one.
None
Where to go when no other area overlaps this one, which is when an empty list is stored.
PhasesStartEvery FramePhysics
Get Overlapping Bodies
Physics
Get Overlapping BodiesPhysics
not set|→ Found|→ None
Stores the bodies that are inside an Area2D or an Area3D right now, such as the 3 enemies standing in a damage zone. It reads the list the area already keeps, while Get Bodies In Radius asks the physics world again.
Input
Type
Default
Description
Area
Node
-
The Area2D or Area3D to read, such as a hitbox or a pickup radius.
Output
Type
Description
Result
Array
Where to store the bodies that touch the area right now.
Branch
Goes to
Found
Where to go when at least one body is inside the area.
None
Where to go when no body is inside the area, which is when an empty list is stored.
PhasesStartEvery FramePhysics
Set Collision Bit
Every Frame
Set Collision BitPhysics
Targetnot set|Kind'layer'|Bit1|Ontrue
Switches one collision layer or mask bit of a body on or off. The layer says where the body lives, the mask says what it bumps into.
Input
Type
Default
Description
Target
Node
-
The body to change. Leave it empty to change this node.
Kind
String
'layer'
Which side to change.
Bit
int
1
The bit to change, counting from 1 like the numbers in the inspector.
On
bool
true
True to switch the bit on, false to switch it off.
PhasesStartEvery FramePhysicsEnd
Set Collision Enabled
Every Frame
Set Collision EnabledPhysics
Shapenot set|Enabledtrue
Turns a collision shape on or off, so a body can stop colliding without leaving the scene. Good for a hitbox that only counts during an attack.
Input
Type
Default
Description
Shape
Node
-
The collision shape to turn on or off. Leave it empty to change this node.
Enabled
bool
true
True to make the shape collide again, false to switch it off.
PhasesStartEvery FramePhysicsEnd
Set Gravity Scale
Every Frame
Set Gravity ScalePhysics
Nodenot set|Scale1.0
Sets how strongly gravity pulls this body. 1 is normal gravity, 0 makes it float and a negative value makes it fall upwards.
Input
Type
Default
Description
Node
Node
-
The body to change. Leave it empty to change this node.
Scale
float
1.0
How much gravity to apply, as a multiplier of the world gravity.