Node that represents a 2D collision polygon.
Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons can be drawn in the editor or specified by a list of vertices.
Depending on the build mode, this node effectively provides several convex shapes (by convex decomposition of the polygon) or a single concave shape made of the polygon's segments.
In the editor, a [CollisionPolygon2D] can be generated from a [Sprite2D]'s outline by selecting a [Sprite2D] node, going to the [b]Sprite2D[/b] menu at the top of the 2D editor viewport then choosing [b]Create CollisionPolygon2D Sibling[/b].
Collision build mode. Use one of the [enum BuildMode] constants.
If [code]true[/code], no collisions will be detected.
If [code]true[/code], only edges that face up, relative to [CollisionPolygon2D]'s rotation, will collide with other objects.
[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a child of an [Area2D] node.
The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the polygon at a high velocity.
The polygon's list of vertices. Each point will be connected to the next, and the final point will be connected to the first.
[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], not a reference.
Collisions will include the polygon and its contained area. In this mode the node has the same effect as several [ConvexPolygonShape2D] nodes, one for each convex shape in the convex decomposition of the polygon (but without the overhead of multiple nodes).
Collisions will only include the polygon edges. In this mode the node has the same effect as a single [ConcavePolygonShape2D] made of segments, with the restriction that each segment (after the first one) starts where the previous one ends, and the last one ends where the first one starts (forming a closed but hollow polygon).