3D area for collision detection, as well as physics and audio influence. 3D area that detects [CollisionObject3D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to custom audio buses. To give the area its shape, add a [CollisionShape3D] or a [CollisionPolygon3D] node as a [i]direct[/i] child (or add multiple such nodes as direct children) of the area. [b]Warning:[/b] See [ConcavePolygonShape3D] (also called "trimesh") for a warning about possibly unexpected behavior when using that shape for an area. https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/127 Returns a list of intersecting [Area3D]s. The overlapping area's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns [code]false[/code]. The overlapping area's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. For performance reasons (collisions are all processed at the same time) the list of overlapping areas is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, otherwise returns [code]false[/code]. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected. For performance reasons (collisions are all processed at the same time) the list of overlapping bodies is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. Returns [code]true[/code] if the given [Area3D] intersects or overlaps this [Area3D], [code]false[/code] otherwise. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. Returns [code]true[/code] if the given physics body intersects or overlaps this [Area3D], [code]false[/code] otherwise. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] instance. While GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body. The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. Override mode for angular damping calculations within this area. See [enum SpaceOverride] for possible values. The name of the area's audio bus. If [code]true[/code], the area's audio bus overrides the default audio bus. The area's gravity intensity (in meters per second squared). This value multiplies the gravity direction. This is useful to alter the force of gravity without altering its direction. The area's gravity vector (not normalized). If [code]true[/code], gravity is calculated from a point (set via [member gravity_point_center]). See also [member gravity_space_override]. If gravity is a point (see [member gravity_point]), this will be the point of attraction. The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance. Override mode for gravity calculations within this area. See [enum SpaceOverride] for possible values. The rate at which objects stop moving in this area. Represents the linear velocity lost per second. See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping. Override mode for linear damping calculations within this area. See [enum SpaceOverride] for possible values. If [code]true[/code], other monitoring areas can detect this area. If [code]true[/code], the area detects bodies or areas entering and exiting it. The area's priority. Higher priority areas are processed first. The degree to which this area applies reverb to its associated audio. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision. If [code]true[/code], the area applies reverb to its associated audio. The name of the reverb bus to use for this area's associated audio. The degree to which this area's reverb is a uniform effect. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision. The exponential rate at which wind force decreases with distance from its origin. The magnitude of area-specific wind force. The [Node3D] which is used to specify the the direction and origin of an area-specific wind force. The direction is opposite to the z-axis of the [Node3D]'s local transform, and its origin is the origin of the [Node3D]'s local transform. Emitted when another Area3D enters this Area3D. Requires [member monitoring] to be set to [code]true[/code]. [param area] the other Area3D. Emitted when another Area3D exits this Area3D. Requires [member monitoring] to be set to [code]true[/code]. [param area] the other Area3D. Emitted when one of another Area3D's [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [param area_rid] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D]. [param area] the other Area3D. [param area_shape_index] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code]. [param local_shape_index] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. Emitted when one of another Area3D's [Shape3D]s exits one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [param area_rid] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D]. [param area] the other Area3D. [param area_shape_index] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]area.shape_owner_get_owner(area.shape_find_owner(area_shape_index))[/code]. [param local_shape_index] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. Emitted when a [PhysicsBody3D] or [GridMap] enters this Area3D. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. Emitted when a [PhysicsBody3D] or [GridMap] exits this Area3D. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [param body_rid] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [param body] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap]. [param body_shape_index] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. [param local_shape_index] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [param body_rid] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [param body] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap]. [param body_shape_index] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. [param local_shape_index] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. This area does not affect gravity/damping. This area adds its gravity/damping values to whatever has been calculated so far (in [member priority] order). This area adds its gravity/damping values to whatever has been calculated so far (in [member priority] order), ignoring any lower priority areas. This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas. This area replaces any gravity/damping calculated so far (in [member priority] order), but keeps calculating the rest of the areas.