Area2D
- Area2D nodes provide detection and influence.
- They can detect when objects overlap and can emit signals when bodies enter or exit.
- To override physics properties, such as gravity or damping, in a defined area.
Usages
- Overriding physics parameters (such as gravity) in a given region.
- Detect collision (if another body enter or exit)
Example
- Coin (detect collision if player collect it, but doesn't block player entering the coin, and no physic collision response required)
- Fire/Spike Pit which incur damage to player
- Sticky Floor area which slow movement
StaticBody2D
- A static object which doesn't response to collision.
Example
- Platform, Conveyor belts
- Wall, Floor
- Obstacle
RigidBody2D
- For object which response to collision/force, but you don't control the object directly (you apply force to it).
Example
- Falling blocks (Angry Birds)
- Kick a ball.
KinematicBody2D
- A object where movement can be controlled directly, but collision response is implement manually by code.
Example
- Player, Moving Enemy
References: