This site is currently in read-only mode during migration to a new platform.
You cannot post questions, answers or comments, as they would be lost during the migration otherwise.
0 votes

Hi all,

In my last game (Pong) I used a RigidBody2D for the ball. It worked, it had a few issues but I worked around them.

Trying to do things better each time around I'm now making Breakout (basically the same ball physics) and reading the docs ( ) it says that:

  • KinematicBody2D. Good for moving via code.
  • RigidBody2D. A full physics simulation.

In my mind, looking at that, I'd say that KinematicBody2D is the way to go after reading the docs.
I worry though that I chose a RigidBody2D for some reason that I can't now recall and want to check in with the community for some advice before kicking into this next game proper.

Could I ask for some advice on this? Thanks so much

in Engine by (838 points)

1 Answer

0 votes
Best answer

A KinematicBody is the perfect choice for a breakout game. You don't really need full-on physics - it would be overkill. I think you would wind up fighting against the physics to get things working the way you want. Plus for this type of game you typically want collisions, but not "realistic" ones.

by (22,191 points)
selected by

I agree, I did have to do some work arounds in my pong game using the RidigBody2D for a ball. Also, something new to learn and experience and as you say, it appears to be the best way to approach it.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.