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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "CollisionShape2D" inherits= "Node2D" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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A node that provides a [Shape2D] to a [CollisionObject2D] parent.
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</brief_description>
<description >
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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.
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</description>
<tutorials >
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<link title= "Physics introduction" > $DOCS_URL/tutorials/physics/physics_introduction.html</link>
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<link title= "2D Dodge The Creeps Demo" > https://godotengine.org/asset-library/asset/515</link>
<link title= "2D Pong Demo" > https://godotengine.org/asset-library/asset/121</link>
<link title= "2D Kinematic Character Demo" > https://godotengine.org/asset-library/asset/113</link>
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</tutorials>
<members >
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<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>
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<member name= "disabled" type= "bool" setter= "set_disabled" getter= "is_disabled" default= "false" >
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A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred].
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</member>
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<member name= "one_way_collision" type= "bool" setter= "set_one_way_collision" getter= "is_one_way_collision_enabled" default= "false" >
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Sets whether this collision shape should only detect collision on one side (top or bottom).
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[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a child of an [Area2D] node.
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</member>
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<member name= "one_way_collision_margin" type= "float" setter= "set_one_way_collision_margin" getter= "get_one_way_collision_margin" default= "1.0" >
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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.
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</member>
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<member name= "shape" type= "Shape2D" setter= "set_shape" getter= "get_shape" >
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The actual shape owned by this collision shape.
</member>
</members>
</class>