AeThex-Engine-Core/engine/doc/classes/AnimatableBody2D.xml
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatableBody2D" inherits="StaticBody2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 2D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
</brief_description>
<description>
An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform2D].
When [AnimatableBody2D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
<link title="Troubleshooting physics issues">$DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html</link>
</tutorials>
<members>
<member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="true">
If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide].
</member>
</members>
</class>