BoxShape3D in Godot – Complete Guide

Learning about the various components of game physics is essential for any aspiring game developer. Today, we’re diving into the world of collision detection and physics simulation in 3D environments. Specifically, we will explore the BoxShape3D class in Godot 4, a powerful tool that can elevate your game’s interactivity by providing simple yet effective collision shapes. Whether you’re new to game development or a seasoned coder, this tutorial will enhance your toolkit and understanding of 3D collision shapes.

What is BoxShape3D?

BoxShape3D is a class in the Godot engine tailored for creating box-shaped collision areas for 3D physics simulations. This resource is typically used alongside a CollisionShape3D node to give objects a physical presence in the game world. With BoxShape3D, you can define a cube or rectangular prism area that responds to physics interactions, such as bumping into other objects or serving as a solid platform.

What is it for?

When developing a 3D game, it’s critical to have objects that act and react realistically within the environment. BoxShape3D serves this exact purpose by providing a simple yet effective way to simulate physical barriers and interactable objects. Whether it’s a crate, a wall, or even a character, using BoxShape3D helps you create a more immersive and believable game world.

Why Should I Learn It?

Understanding BoxShape3D is valuable because it’s one of the most optimal shapes for collision detection in terms of performance. It strikes an excellent balance between accuracy and processing speed, outperforming more complex shapes like CapsuleShape3D and CylinderShape3D in most cases. Thus, learning how to implement and utilize it effectively can lead to more optimized and responsive games.

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Setting Up the BoxShape3D in Godot

To begin using a BoxShape3D, you need to have a Godot project with a 3D scene ready. Follow these steps to set up your first BoxShape3D instance.

First, add a RigidBody3D node to your scene. This will be the object that has physical behavior.

var body =

Next, you’ll create a CollisionShape3D node and add it as a child of your RigidBody3D node. The CollisionShape3D node will host the BoxShape3D resource.

var collision_shape =

Now, create the actual BoxShape3D resource and assign it to the CollisionShape3D.

var box_shape =
collision_shape.shape = box_shape

To manipulate the size of the BoxShape3D, you can use the ‘extents’ property, which represents half the width, height, and depth of the box.

box_shape.extents = Vector3(1, 1, 1)

Configuring Properties

After setting up your BoxShape3D, you may want to configure various properties to fit your game’s design and physics requirements. You can modify properties such as the friction or the bounciness.

To adjust the friction of the BoxShape3D, you would set the ‘friction’ property on your RigidBody3D.

body.friction = 1.0

Similarly, to make the box more bouncy, you can change the ‘bounce’ property.

body.bounce = 0.5

Remember that these physics properties can have a significant impact on how objects interact in your scene, so it’s worth experimenting with different values to see what works best for your game.

Connecting Signals for Interactivity

In many games, objects need to interact with their environment or the player. You can set up signals on your RigidBody3D to detect when it collides with another object.

Firstly, connect the ‘body_entered’ signal to detect when another physics body collides with your box.

body.connect("body_entered", self, "_on_body_entered")

Then, define the function that will handle the signal emission.

func _on_body_entered(body):
    print("Collision detected with: ",

This simple setup allows your game to register and respond to collisions, which you can use to trigger events such as object collection, damage, or other interactions.

Testing BoxShape3D Collision

Testing is a crucial part of game development. You can create a simple test by adding another RigidBody3D with a different shape, for instance, a SphereShape3D, and see how they collide.

Add another RigidBody3D to your scene and name it ‘TestSphere’. Don’t forget to attach a CollisionShape3D to it and set a SphereShape3D as the shape.

var test_sphere = = "TestSphere"
var sphere_collision_shape =
var sphere_shape =
sphere_collision_shape.shape = sphere_shape

By setting different positions and running the scene, you will be able to see how BoxShape3D and SphereShape3D collide and interact based on their respective physical properties you’ve set.

test_sphere.translation = Vector3(3, 0, 0)
body.translation = Vector3(-3, 0, 0)

Remember, these are foundational steps to start working with BoxShape3D in Godot. As you get more comfortable with these concepts, you can create more complex interactions and simulations using the broad range of tools provided by this powerful engine.

Moving beyond the basics, let’s delve into further customizing BoxShape3D to handle more sophisticated interactions. This is where you can truly make your 3D objects come to life with realistic physics behavior.

Let’s manipulate how our box collides and moves in the environment by adjusting its mass and damping properties.

body.mass = 2.0  // A higher mass will require more force to move
body.linear_damp = 0.5  // Damping will slow down the motion over time

What if you want to apply a force or an impulse to your box? This can simulate effects like explosions or jumps.

// Apply a central force to the body, which adds continuous movement.
body.apply_central_force(Vector3(0, 10, 0))

// Apply an impulse at a specific point on the body.
body.apply_impulse(Vector3(0, 1, 0), Vector3(5, 0, 0))

These methods help your BoxShape3D respond to dynamic scenarios, like being part of an explosion or receiving hits from other objects.

Detecting collision with areas (like triggers in other game engines) is equally important for interaction.

body.connect("area_entered", self, "_on_area_entered")

func _on_area_entered(area):
    print("Entered the area: ",

Using the code snippet above, you can trigger specific gameplay events, such as environmental hazards or power-ups when a player enters a certain area.

Do you want to change the collision layer or mask of your BoxShape3D during gameplay? This might be needed for puzzles or when changing game states.

// Changing the collision layer so that the body only collides with objects in layer 2
body.collision_layer = 2

// Adjusting the collision mask to detect collisions only with objects in layer 2
body.collision_mask = 2

This allows dynamic control over what objects your BoxShape3D will interact with at any given time in the game.

Finally, for visual feedback during testing, you may want to debug draw your BoxShape3D. Although visual representation doesn’t directly impact gameplay, it’s incredibly useful for development. Since debugging visuals are handled by the Godot editor, there’s no direct code for this, but you can use the editor’s debugging tools to visualize collisions during run time.

All these examples combine to showcase how BoxShape3D can be used for a variety of gameplay elements. By adjusting physical properties, applying forces, and connecting signals, you create a rich and interactive game world. These are just a few ways you can manipulate the BoxShape3D in Godot to suit your game’s needs, and as you grow more accustomed to the Godot environment, your capabilities to innovate and optimize will undoubtedly expand.

Exploring further functionalities, let’s delve into how BoxShape3D can interact with the physics engine for things like continuous detection and simulated movements. These enhance game realism and expand your toolbox as a game developer.

To enable continuous collision detection (CCD) for high-speed objects, you prevent them from tunneling through other objects by setting CCD on your RigidBody3D.

body.continuous_cd = true

CCD makes sure that even when moving at high speeds, the body will not pass through other objects without detecting collisions correctly.

You might also want to lock the position or rotation of your BoxShape3D along specific axes. For a sliding box on a flat surface, you could lock the rotation to prevent it from toppling over.

body.angular_lock = Vector3(1, 1, 1)

Maybe you want to simulate a floating box in your game. You can override the gravity for your BoxShape3D to accomplish this.

// Disable the default gravity for this body
body.use_custom_integrator = true

// This function gets called every physics frame (default 60 times per second)
func _integrate_forces(state: PhysicsDirectBodyState) -> void:
    // Apply a custom gravity vector
    var custom_gravity_vector = Vector3(0, -0.5, 0) # Half the normal gravity
    body.add_central_force(custom_gravity_vector * body.mass)

Detecting when your BoxShape3D exits a collision is as important as detecting when it enters. You can set up a signal to register this event.

body.connect("body_exited", self, "_on_body_exited")

func _on_body_exited(body):
    print("Collision ended with: ",

This is particularly useful for situations where an object’s behavior changes upon ending a collision, such as exiting a damaging area or no longer being on solid ground.

To create dependencies between movements, you can make a BoxShape3D follow another moving object, like a platform in a platformer game. Here’s how you parent your box to another object.

var moving_platform = preload('res://path_to/platform_scene.tscn').instance()

Finally, if you want to disable collision without removing the object entirely, you can disable the CollisionShape3D.

// Enable or disable collision detection
collision_shape.disabled = !collision_shape.disabled

This code can be triggered by game logic, enabling or disabling collisions on-the-fly based on the state of the game or the player’s actions.

These examples serve to solidify the BoxShape3D as more than just a static block. It’s a flexible component in the Godot engine that can be manipulated to achieve a diversity of gameplay mechanics. From enhancing visual fidelity through CCD to controlling game flow through signals, BoxShape3D is a testament to Godot’s versatility in 3D game development. By mastering the use of BoxShape3D and its available methods, you increase your capacity to create professional and engaging 3D games.

Continuing Your Game Development Journey

Embarking on the path to becoming a proficient game developer with Godot can be thrilling and rewarding. If you’re keen to keep learning and refining your skills, the Godot Game Development Mini-Degree is an excellent next step. This comprehensive curriculum is designed to deepen your understanding across a wide range of game development areas.

From perfecting 2D and 3D assets to mastering gameplay mechanics, our mini-degree will equip you with the knowledge needed to build engaging, cross-platform games using Godot 4. You’ll have the chance to develop projects in various genres, enhancing your portfolio and helping you make your mark in the gaming industry.

Furthermore, our selection of Godot courses caters to both newcomers and those looking to specialize further. Zenva’s mission is to provide you with a flexible learning experience, allowing you to study at your own pace while creating real-world projects. Join us, and transform your passion for game development into a tangible set of skills today.


BoxShape3D in Godot 4 is a fundamental building block for creating immersive 3D worlds with credible interactions. By mastering its versatility, you open a door to a realm of possibilities for gameplay dynamics and enriching player experiences. Whether you’re laying the foundation for a gripping RPG or constructing an intricate puzzle game, a solid grasp of collision detection and physics simulation is quintessential.

We hope this tutorial leaves you inspired and eager to continue learning. Remember, the journey doesn’t stop here. Expand your skills, evolve your game designs, and join a community of creators with the Godot Game Development Mini-Degree. Let your creativity run wild and unleash the full potential of your game development dreams with Zenva.

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