StaticBody2D in Godot – Complete Guide

Welcome to this comprehensive tutorial on the potent but often misunderstood GameObject in the Godot engine, the StaticBody2D. Delving into this subject will not only enhance your understanding of Godot’s 2D physics system but also empower you to construct more dynamic and interactive game environments. Our journey through this subject matter will reveal the capabilities of StaticBody2D, exploring its properties, and delivering actionable insights through practical examples. Whether you’re just embarking on your game development voyage or you’re an experienced coder looking to brush up on the fundamentals, this tutorial is tailored to make learning about StaticBody2D both enlightening and enjoyable. So let’s get started on unlocking the full potential of StaticBody2D in your game creations!

What Is StaticBody2D?


is a class in the Godot engine specifically tailored for objects in a 2D environment that remain static or move in a predictable manner, such as floors, walls, or even moving platforms that do not require dynamic physics calculations. This GameObject can’t be moved by external forces like collisions or physics simulations; instead, it serves as a solid, unmoving foundation upon which dynamic elements can interact.

What Is StaticBody2D Used For?

The StaticBody2D is typically used in scenarios where an object does not need to exhibit complex physical behaviors. These are situations where objects need to interact with the environment without being influenced by physics in the usual way. Whether these objects are static terrains or elements within a level that move with a predetermined pattern (think of a stationary platform or a conveyor belt), the StaticBody2D is an essential building block for level design in Godot games.

Why Should I Learn About StaticBody2D?

Understanding how to leverage the StaticBody2D will significantly upgrade your game development repertoire. Not only does it ensure your game runs efficiently by not overburdening the physics engine with unnecessary calculations, but it also opens up creative avenues for game mechanics. By mastering StaticBody2D, you’ll be equipped with the knowledge to craft levels with elements that can enhance gameplay, stimulate player interaction, and bring your game world to life. Plus, as we’ll explore with engaging examples, learning how to manipulate StaticBody2D properties, such as constant velocity and collision layers, is downright fun and incredibly handy for game developers of all levels.

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Adding a StaticBody2D to Your Scene

To start using StaticBody2D, you first need to add one to your scene. Here’s how you can do it:

var static_body =

Once you have your StaticBody2D in the scene, it’s time to set up its collision shape which is essential for it to interact with other physics bodies:

var collision_shape =
collision_shape.shape =
collision_shape.shape.extents = Vector2(50, 10)

This assigns a rectangular shape to our StaticBody2D, which will act as its physical form for collisions.

Configuring the Collision Layer and Mask

Collision layers and masks define how groups of objects will interact with each other. Here’s how you can set them:

static_body.collision_layer = 1
static_body.collision_mask = 1

This configuration ensures that our StaticBody2D will collide with objects in the same layer, layer 1.

Utilizing Constant Linear Velocity

Even though StaticBody2D objects do not move under physics forces, you can give them a constant linear velocity, for example, to create moving platforms. Here’s how you can apply a constant linear velocity:

static_body.constant_linear_velocity = Vector2(100, 0)

Your StaticBody2D now moves horizontally at a constant speed, acting as a moving platform.

Manipulating Friction and Bounce

To make your StaticBody2D interact with other objects in a more complex way, you can manipulate its friction and bounce properties:

static_body.physics_material_override =
static_body.physics_material_override.friction = 0.8
static_body.physics_material_override.bounce = 0.5

With the above code, you have assigned a PhysicsMaterial to the StaticBody2D, giving it a friction value of 0.8 and a bounce value of 0.5.

Setting Up StaticBody2D as a Parent to Dynamic Elements

It is possible to set your StaticBody2D not only as a static element but also as a parent to dynamic elements such as particles, sprites, or even other physics bodies. This can create interesting gameplay effects:

var sprite =
sprite.texture = preload("res://path_to_your_texture.png")

In this scenario, the added sprite will follow the StaticBody2D, whether it is stationary or has a constant velocity.

These examples lay the foundation for using StaticBody2D in your Godot projects. Experimenting with these properties will help you better understand how to utilize them effectively, enabling you to create rich and varied game levels. In the next part, we’ll dive deeper into practical applications and explore how to respond to collisions and interactions involving StaticBody2D.StaticBody2D can also become part of complex interactions within your game scene. Let’s dive deeper into the practical applications and explore how to handle collisions and physics interactions effectively.

Responding to Collisions

StaticBody2D can detect when it has been collided with by other objects. To handle collisions, you can connect its signals to custom functions:

static_body.connect("body_entered", self, "_on_StaticBody2D_body_entered")

func _on_StaticBody2D_body_entered(body):
    print("A body collided with the StaticBody2D")

This script listens for the ‘body_entered’ signal and triggers a function when another body collides with the StaticBody2D, printing a message to the output.

Controlling Other Bodies with StaticBody2D

StaticBody2D can be used to affect other bodies without being moved itself. This can be done through scripting by accessing the colliding object’s properties:

func _on_StaticBody2D_body_entered(body):
    if body.is_in_group("Player"):
        body.linear_velocity = Vector2.ZERO  # Stops the player

In the above code, when a player enters the StaticBody2D, its motion is stopped, thanks to setting the player’s linear_velocity to zero.

Using StaticBody2D to Trigger Events

Your StaticBody2D can be a trigger for game events. For instance, creating checkpoints, where crossing over a StaticBody2D will save the player’s progress:

func _on_StaticBody2D_body_entered(body):
    if body.is_in_group("Player"):
        save_game_state()  # Assume this function saves the game

Once the player interacts with the StaticBody2D, the game state is saved by calling a custom function.

Switching Physical States with StaticBody2D

Though it’s static, you can toggle the physical state of a StaticBody2D by code, effectively turning it into a simulated KinematicBody2D or RigidBody2D:

func make_dynamic():
    var rigid_body =
    rigid_body.position = static_body.position

With the above code block, you replace the StaticBody2D with a RigidBody2D at runtime, changing the physical behavior of the object.

Best Practices in Utilizing StaticBody2D

Finally, it’s worth noting some best practices when working with StaticBody2D in your Godot projects:

– Only use StaticBody2D for objects that don’t need physical simulations, as they’re more efficient in terms of performance.
– Combine StaticBody2D objects with Area2D nodes to create complex interactions, such as traps and triggers.
– Leverage the collision layer and mask settings to optimize your game’s performance by avoiding unnecessary collision checks.

By now, you should have a solid understanding of how StaticBody2D works and how it can be effectively utilized to make your game levels interactive and engaging. Incorporating these techniques into your design will surely enrich the gameplay experience and showcase your technical prowess in game development. Continue experimenting with StaticBody2D, and watch as your Godot game worlds come to life with impressive detail and complexity.As we venture further into practical applications of StaticBody2D, let’s look at a variety of ways to enrich your game with interesting physics-based puzzles and mechanics using Godot’s engine.

Creating Pressure Plates and Switches

StaticBody2D can act as a pressure plate, changing the state of a game environment when a player or object rests on it:

func _on_StaticBody2D_body_entered(body):
    if body.is_in_group("Player"):
        open_door()  # Custom function to open a door

func _on_StaticBody2D_body_exited(body):
    if body.is_in_group("Player"):
        close_door()  # Custom function to close the door

These functions can trigger a door to open when the player steps on the pressure plate and close it when they step off.

Using StaticBody2D for Environmental Hazards

StaticBody2D objects can serve as spikes or other hazards that will affect the health of the player upon collision:

func _on_StaticBody2D_body_entered(body):
    if body.is_in_group("Player"):
        body.take_damage(20)  # Assumes a take_damage function on the player

Here, when the player collides with the StaticBody2D, they take 20 points of damage.

Animating Static Objects

With Godot, you can animate your StaticBody2D to give the illusion of life, like a platform that appears and disappears:

var animation_player =

# Assume you have an 'appear' animation that scales the object from 0 to 1."appear")

This script creates an AnimationPlayer and plays an animation making the StaticBody2D visible or invisible, useful for surprise elements in a game.

Manipulating Gravity with StaticBody2D

Although StaticBody2D objects don’t react to gravity, you can simulate a change in gravity for dynamic objects that interact with it:

func _on_StaticBody2D_body_entered(body):
    if body.has_method("set_gravity_scale"):
        body.set_gravity_scale(0.5)  # Assume a set_gravity_scale method

The above function would be useful for a low-gravity area that affects other objects’ gravity scales when they collide with the StaticBody2D.

Moving Platforms with StaticBody2D

StaticBody2D can also be used for moving platforms by animating its position:

var tween =
tween.interpolate_property(static_body, "position",
    static_body.position, Vector2(1000, static_body.position.y), 10,

This script uses Tween to move the platform from its starting position to a new position on the x-axis over 10 seconds.

Remember, while StaticBody2D is primarily for static objects, by using Godot’s nodes and scripting features, you can create a variety of interactive elements for players to enjoy. Keep experimenting with these concepts and you’ll find even more innovative ways to use StaticBody2D in your games.

Continuing Your Godot Education Journey

After mastering the StaticBody2D and its many functionalities, you may wonder, “What’s next in my game development adventure?” The thrilling world of Godot engine awaits, offering an abundance of opportunities to expand your skills further. For those ready to dive deeper and build their own games with Godot, we invite you to explore our Godot Game Development Mini-Degree. This comprehensive collection of courses guides you through the intricacies of Godot 4, from handling 2D and 3D assets to scripting in GDScript, managing gameplay control flow, and implementing a variety of game mechanics.

Our project-based courses are designed to be accessible, suitable for beginners without any previous programming experience and flexible enough to fit your schedule. Not only will you create your own games, but you’ll also earn certificates of completion along the way. With regularly updated content to match industry standards, you’ll be learning the latest techniques to apply to your projects. For those who seek broader knowledge across all Godot-related topics, check out our full range of Godot courses. With over 250 supported courses at Zenva Academy, you can confidently progress from novice to professional game developer.

Remember, the path of learning never truly ends; it just leads to new adventures. Continue your journey, expand your game development capabilities, and let Zenva help unlock your potential in creating captivating and enjoyable game experiences.


As our exploration of Godot’s StaticBody2D comes to an end, we hope you feel the surge of excitement that comes with newfound knowledge and tools at your disposal. This journey through StaticBody2D’s workings, applications, and potent capabilities has not only equipped you to enhance your game’s landscapes with robust physics-based interactions but also opened doors to endless creativity within the Godot engine. Remember, every element learned, every line of code mastered, brings you one step closer to transforming your gaming visions into a palpable reality.

Whether you are at the start of your coding endeavors or looking to hone your developer skills, the Godot Game Development Mini-Degree can be your guide to the next level. It’s more than just an educational path; it’s an invitation to join a community of passionate creators, all striving towards the art of game craft. So let the power of StaticBody2D be just the beginning—continue learning, experimenting, and growing with our comprehensive courses, and see where your game development journey will take you next. It’s time to turn your passion into exciting, interactive game worlds that captivate players’ imaginations.

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