grounded

    Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for sided games like platformers.

    CharacterBody2D.swift:18
    case grounded

    Other cases

    • case floating

      Apply when there is no notion of floor or ceiling. All collisions will be reported as on_wall. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.