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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "CollisionShape2D" inherits= "Node2D" category= "Core" version= "3.2" >
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<brief_description >
Node that represents collision shape data in 2D space.
</brief_description>
<description >
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Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
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</tutorials>
<methods >
</methods>
<members >
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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.
</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).
</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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</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>
<constants >
</constants>
</class>