Editor settings, entities, resources, C# and exports. Task instructions and the API reference.
Choose a task. Each article specifies the required setup and dependencies.
A complete 3D example and verified local-hierarchy, visual-transform and particle distinctions.
A complete C# level: input, gravity, MoveAndSlide and teleporting without a stale-floor jump.
A falling body, floor, area and ray in one level. Choose a shape and avoid changing every instance at once.
A complete falling-crate level with floor, wall and mouse picking; when to use convex shapes or trimeshes.
A 2D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
A 3D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
An overlap-detection and local physics-field area.
A complete area example: filters, signals, deferred disabling and gravity effects.
A region of 3D space that detects other CollisionObject3Ds entering or exiting it.
A 3D box shape used for physics collision.
Vertical capsule: radius, total height and straight-section height.
A 3D capsule shape used for physics collision.
MoveAndSlide versus MoveAndCollide, a complete 3D character and a bounded 2D reflection loop.
A code-controlled 2D character body.
A code-controlled 3D character body.
Check available backends, select one before launch and test actual scene differences.
Circular 2D collision geometry with an adjustable radius.
A base 2D physics collision object.
A base 3D physics collision object.
A node that provides a polygon shape to a CollisionObject2D parent.
A node that provides a thickened polygon shape (a prism) to a CollisionObject3D parent.
Attaches a shape resource to a 2D body or area.
Attaches a shape resource to a 3D body or area.
A set of segments for boundary-only 2D collision; the interior is empty.
News, source code and a direct line to the team.