var angularDamp: DoubleThe rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
var angularDampSpaceOverride: Area3D.SpaceOverrideOverride mode for angular damping calculations within this area. See SpaceOverride for possible values.
var areaEntered: Signal7Emitted when the received area enters this area. Requires monitoring to be set to true.
var areaExited: Signal8Emitted when the received area exits this area. Requires monitoring to be set to true.
var areaShapeEntered: Signal5Emitted when a Shape3D of the received area enters a shape of this area. Requires monitoring to be set to true.
var areaShapeExited: Signal6Emitted when a Shape3D of the received area exits a shape of this area. Requires monitoring to be set to true.
var audioBusName: StringNameThe name of the area’s audio bus.
var audioBusOverride: BoolIf true, the area’s audio bus overrides the default audio bus.
var bodyEntered: Signal3Emitted when the received body enters this area. body can be a PhysicsBody3D or a GridMap. GridMaps are detected if their MeshLibrary has collision shapes configured. Requires monitoring to be set to true.
var bodyExited: Signal4Emitted when the received body exits this area. body can be a PhysicsBody3D or a GridMap. GridMaps are detected if their MeshLibrary has collision shapes configured. Requires monitoring to be set to true.
var bodyShapeEntered: Signal1Emitted when a Shape3D of the received body enters a shape of this area. body can be a PhysicsBody3D or a GridMap. GridMaps are detected if their MeshLibrary has collision shapes configured. Requires monitoring to be set to true.
var bodyShapeExited: Signal2Emitted when a Shape3D of the received body exits a shape of this area. body can be a PhysicsBody3D or a GridMap. GridMaps are detected if their MeshLibrary has collision shapes configured. Requires monitoring to be set to true.
var gravity: DoubleThe area’s gravity intensity (in meters per second squared). This value multiplies the gravity direction. This is useful to alter the force of gravity without altering its direction.
var gravityDirection: Vector3The area’s gravity vector (not normalized).
var gravityPoint: BoolIf true, gravity is calculated from a point (set via gravityPointCenter). See also gravitySpaceOverride.
var gravityPointCenter: Vector3If gravity is a point (see gravityPoint), this will be the point of attraction.
var gravityPointUnitDistance: DoubleThe distance at which the gravity strength is equal to gravity. For example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², set the gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff according to the inverse square law, so in the example, at 200 meters from the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the gravity), and so on.
var gravitySpaceOverride: Area3D.SpaceOverrideOverride mode for gravity calculations within this area. See SpaceOverride for possible values.
var linearDamp: DoubleThe rate at which objects stop moving in this area. Represents the linear velocity lost per second.
var linearDampSpaceOverride: Area3D.SpaceOverrideOverride mode for linear damping calculations within this area. See SpaceOverride for possible values.
var monitorable: BoolIf true, other monitoring areas can detect this area.
var monitoring: BoolIf true, the area detects bodies or areas entering and exiting it.
var priority: Int32The area’s priority. Higher priority areas are processed first. The World3D’s physics is always processed last, after all areas.
var reverbBusAmount: DoubleThe degree to which this area applies reverb to its associated audio. Ranges from 0 to 1 with 0.1 precision.
var reverbBusEnabled: BoolIf true, the area applies reverb to its associated audio.
var reverbBusName: StringNameThe name of the reverb bus to use for this area’s associated audio.
var reverbBusUniformity: DoubleThe degree to which this area’s reverb is a uniform effect. Ranges from 0 to 1 with 0.1 precision.
var windAttenuationFactor: DoubleThe exponential rate at which wind force decreases with distance from its origin.
var windForceMagnitude: DoubleThe magnitude of area-specific wind force.
var windSourcePath: NodePathThe Node3D which is used to specify the direction and origin of an area-specific wind force. The direction is opposite to the z-axis of the Node3D’s local transform, and its origin is the origin of the Node3D’s local transform.
func getOverlappingAreas() -> ObjectCollection<Area3D>Returns a list of intersecting Area3Ds. The overlapping area’s collisionLayer must be part of this area’s collisionMask in order to be detected.
func getOverlappingBodies() -> ObjectCollection<Node3D>Returns a list of intersecting PhysicsBody3Ds and GridMaps. The overlapping body’s collisionLayer must be part of this area’s collisionMask in order to be detected.
func hasOverlappingAreas() -> BoolReturns true if intersecting any Area3Ds, otherwise returns false. The overlapping area’s collisionLayer must be part of this area’s collisionMask in order to be detected.
func hasOverlappingBodies() -> BoolReturns true if intersecting any PhysicsBody3Ds or GridMaps, otherwise returns false. The overlapping body’s collisionLayer must be part of this area’s collisionMask in order to be detected.
func overlapsArea(Node?) -> BoolReturns true if the given Area3D intersects or overlaps this Area3D, false otherwise.
func overlapsBody(Node?) -> BoolReturns true if the given physics body intersects or overlaps this Area3D, false otherwise.