| BuoyancyZoneComponent |
Marks a trigger PhysicsBodyComponent as a fluid zone that applies buoyancy, linear drag, and optional flow forces to overlapping dynamic bodies each fixed-update tick. |
| KinematicCharacterBody |
Adds character-controller behaviour to a PhysicsBodyComponent with Kinematic. Set Velocity each fixed-update frame (or call MoveAndSlide(Vector2)); the KinematicCharacterSystem slides the velocity along contact surfaces and integrates it into Position before the physics step. IsGrounded, FloorNormal, CeilingNormal, and GetSlideCollisions() are updated each tick after the step. |
| PhysicsBodyComponent |
Component that defines a physics body and collision shape for an entity. Set Shape to any ShapeDefinition subtype to configure the primary shape. Additional shapes can be attached via AddSubShape(ShapeDefinition, bool, Nullable<float>, Nullable<float>). Pure data — logic handled by the physics system. |
| SubShape |
An additional collision shape attached to the same Box2D body as a PhysicsBodyComponent. Chain shapes are not supported as sub-shapes. |
| TransformComponent |
Position, rotation, and scale for an entity. World-space accessors (Position, Rotation, Scale) walk the parent hierarchy automatically; local-space accessors bypass it. |