3D area for detection and physics and audio influence. 3D area that detects [CollisionObject] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus. To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] node as a [i]direct[/i] child (or add multiple such nodes as direct children) of the area. [b]Warning:[/b] See [ConcavePolygonShape] (also called "trimesh") for a warning about possibly unexpected behavior when using that shape for an area. https://godotengine.org/asset-library/asset/125 https://godotengine.org/asset-library/asset/127 Returns a list of intersecting [Area]s. The overlapping area's [member CollisionObject.collision_layer] must be part of this area's [member CollisionObject.collision_mask] in order to be detected. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. Returns a list of intersecting [PhysicsBody]s. The overlapping body's [member CollisionObject.collision_layer] must be part of this area's [member CollisionObject.collision_mask] in order to be detected. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead. If [code]true[/code], the given area overlaps the Area. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. If [code]true[/code], the given physics body overlaps the Area. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. The name of the area's audio bus. If [code]true[/code], the area's audio bus overrides the default audio bus. The area's gravity intensity (in meters per second squared). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance. If [code]true[/code], gravity is calculated from a point (set via [member gravity_vec]). See also [member space_override]. The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction. The rate at which objects stop moving in this area. Represents the linear velocity lost per second. See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping. If [code]true[/code], other monitoring areas can detect this area. If [code]true[/code], the area detects bodies or areas entering and exiting it. The area's priority. Higher priority areas are processed first. The degree to which this area applies reverb to its associated audio. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision. If [code]true[/code], the area applies reverb to its associated audio. The reverb bus name to use for this area's associated audio. The degree to which this area's reverb is a uniform effect. Ranges from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision. Override mode for gravity and damping calculations within this area. See [enum SpaceOverride] for possible values. Emitted when another Area enters this Area. Requires [member monitoring] to be set to [code]true[/code]. [code]area[/code] the other Area. Emitted when another Area exits this Area. Requires [member monitoring] to be set to [code]true[/code]. [code]area[/code] the other Area. Emitted when one of another Area's [Shape]s enters one of this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/code]. [code]area_rid[/code] the [RID] of the other Area's [CollisionObject] used by the [PhysicsServer]. [code]area[/code] the other Area. [code]area_shape_index[/code] the index of the [Shape] of the other Area used by the [PhysicsServer]. Get the [CollisionShape] node with [code]area.shape_owner_get_owner(area_shape_index)[/code]. [code]local_shape_index[/code] the index of the [Shape] of this Area used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self.shape_owner_get_owner(local_shape_index)[/code]. Emitted when one of another Area's [Shape]s enters one of this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/code]. [code]area_rid[/code] the [RID] of the other Area's [CollisionObject] used by the [PhysicsServer]. [code]area[/code] the other Area. [code]area_shape_index[/code] the index of the [Shape] of the other Area used by the [PhysicsServer]. Get the [CollisionShape] node with [code]area.shape_owner_get_owner(area_shape_index)[/code]. [code]local_shape_index[/code] the index of the [Shape] of this Area used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self.shape_owner_get_owner(local_shape_index)[/code]. Emitted when a [PhysicsBody] or [GridMap] enters this Area. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody] or [GridMap]. Emitted when a [PhysicsBody] or [GridMap] exits this Area. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody] or [GridMap]. Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s. [code]body_rid[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s [CollisionObject] used by the [PhysicsServer]. [code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody] or [GridMap]. [code]body_shape_index[/code] the index of the [Shape] of the [PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the [CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)[/code]. [code]local_shape_index[/code] the index of the [Shape] of this Area used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self.shape_owner_get_owner(local_shape_index)[/code]. Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s. [code]body_rid[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s [CollisionObject] used by the [PhysicsServer]. [code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody] or [GridMap]. [code]body_shape_index[/code] the index of the [Shape] of the [PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the [CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)[/code]. [code]local_shape_index[/code] the index of the [Shape] of this Area used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self.shape_owner_get_owner(local_shape_index)[/code]. This area does not affect gravity/damping. This area adds its gravity/damping values to whatever has been calculated so far (in [member priority] order). This area adds its gravity/damping values to whatever has been calculated so far (in [member priority] order), ignoring any lower priority areas. This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas. This area replaces any gravity/damping calculated so far (in [member priority] order), but keeps calculating the rest of the areas.