Each shape consists of a set of points. You can directly edit either the points or the edges between the points in the viewport.
Shapes are configured to use a Shape Material which determines how the shape is rendered.
A shape can be open or closed. Each new shape starts open. To close a shape, simply add a point on top of the first one.
🛈 Most properties now have documentation comments.
- Will show the bounding box for each quad in the mesh of edges.
- Can be helpful to illustrate why a shape doesn't look the way you expect.
- Will flip the edges of the shape (invert y).
- Whether or not the edges of the shape should be rendered.
- Size of the collision shape.
- Offset of where the collision shape starts and ends.
- A positive value offsets the collision shape outwards.
- A negative value offsets the collision shape inwards.
- Number of stages in the curve tessellation process (Uses Curve2D Internally).
- First Param in Curve2D.tessellate.
- See Curve2D Documentation.
- Tolerence Degrees in the curve tessellation process (Uses Curve2D Internally).
- Second Param in Curve2D.tessellate.
- See Curve2D Documentation.
- Controls which method should be used to generate the collision shape.
- See also in-engine documentation.
- Controls when to update collisions.
- See also in-engine documentation.
- Bake interval value for Curve2D.
- See Curve2D Documentation.
- The path to the CollisionShape that the SmartShape will use for collision.
- Is Autoset when pressing the generate collision button.
- The material that this shape will use to render itself.
- For backwards compatibility
fill_texture_z_index
defaults to-10
. Set this to0
and enablefill_texture_show_behind_parent
in order to preserve Godot's normal z-sorting when layering with other nodes.
- There is no need to edit this property by hand, but you can if you'd like.
- Contains all of the points and meta-data for the points contained in this shape.
- This data structure is updated as you manipulate the shape.