<?xml version="1.0" encoding="UTF-8" ?> <class name="WorldBoundaryShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> World boundary (infinite plane) shape resource for 2D physics. </brief_description> <description> 2D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. [WorldBoundaryShape2D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [member normal] matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape2D] is used in a [PhysicsBody2D], it will cause colliding objects placed "below" it to teleport "above" the plane. [b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape2D] is fast to check collisions against. </description> <tutorials> </tutorials> <members> <member name="distance" type="float" setter="set_distance" getter="get_distance" default="0.0"> The line's distance from the origin. </member> <member name="normal" type="Vector2" setter="set_normal" getter="get_normal" default="Vector2(0, -1)"> The line's normal. Defaults to [code]Vector2.UP[/code]. </member> </members> </class>