Browse Source

Rename RigidBody -> RigidDynamicBody

Aaron Franke 3 years ago
parent
commit
ab0816a44e
38 changed files with 54 additions and 54 deletions
  1. 1 1
      2d/dodge_the_creeps/Mob.gd
  2. 1 1
      2d/dodge_the_creeps/Mob.tscn
  3. 1 1
      2d/instancing/ball.tscn
  4. 3 3
      2d/physics_platformer/README.md
  5. 1 1
      2d/physics_platformer/background/Seesaw.tscn
  6. 1 1
      2d/physics_platformer/enemy/Enemy.tscn
  7. 1 1
      2d/physics_platformer/enemy/enemy.gd
  8. 1 1
      2d/physics_platformer/platform/MovingPlatform.tscn
  9. 1 1
      2d/physics_platformer/platform/moving_platform.gd
  10. 1 1
      2d/physics_platformer/player/Bullet.tscn
  11. 1 1
      2d/physics_platformer/player/Player.tscn
  12. 1 1
      2d/physics_platformer/player/bullet.gd
  13. 1 1
      2d/physics_platformer/player/player.gd
  14. 5 5
      2d/physics_platformer/project.godot
  15. 1 1
      2d/physics_tests/tests/functional/test_character.gd
  16. 2 2
      2d/physics_tests/tests/functional/test_character_pixels.tscn
  17. 2 2
      2d/physics_tests/tests/functional/test_character_slopes.tscn
  18. 2 2
      2d/physics_tests/tests/functional/test_character_tilemap.tscn
  19. 2 2
      2d/physics_tests/tests/functional/test_one_way_collision.gd
  20. 3 3
      2d/physics_tests/tests/functional/test_one_way_collision.tscn
  21. 1 1
      2d/platformer/project.godot
  22. 1 1
      2d/platformer/src/Objects/Bullet.gd
  23. 1 1
      2d/platformer/src/Objects/Bullet.tscn
  24. 1 1
      3d/ik/fps/simple_bullet.gd
  25. 1 1
      3d/ik/fps/simple_bullet.tscn
  26. 1 1
      3d/platformer/enemy/enemy.gd
  27. 1 1
      3d/platformer/enemy/enemy.tscn
  28. 1 1
      3d/platformer/player/bullet/bullet.gd
  29. 1 1
      3d/platformer/player/bullet/bullet.tscn
  30. 1 1
      3d/platformer/player/follow_camera.gd
  31. 1 1
      3d/rigidbody_character/cube_rigidbody.tscn
  32. 1 1
      3d/rigidbody_character/player/cubio.gd
  33. 1 1
      3d/rigidbody_character/player/cubio.tscn
  34. 1 1
      3d/rigidbody_character/project.godot
  35. 1 1
      3d/truck_town/follow_camera.gd
  36. 5 5
      3d/truck_town/tow_truck.tscn
  37. 1 1
      mono/dodge_the_creeps/Mob.cs
  38. 1 1
      mono/dodge_the_creeps/Mob.tscn

+ 1 - 1
2d/dodge_the_creeps/Mob.gd

@@ -1,4 +1,4 @@
-extends RigidBody2D
+extends RigidDynamicBody2D
 
 func _ready():
 	$AnimatedSprite2D.playing = true

+ 1 - 1
2d/dodge_the_creeps/Mob.tscn

@@ -30,7 +30,7 @@ animations = [{
 radius = 35.2706
 height = 23.3281
 
-[node name="Mob" type="RigidBody2D" groups=["mobs"]]
+[node name="Mob" type="RigidDynamicBody2D" groups=["mobs"]]
 collision_mask = 0
 gravity_scale = 0.0
 script = ExtResource( 1 )

+ 1 - 1
2d/instancing/ball.tscn

@@ -8,7 +8,7 @@ bounce = 0.4
 [sub_resource type="CircleShape2D" id=2]
 radius = 30.0
 
-[node name="Ball" type="RigidBody2D"]
+[node name="Ball" type="RigidDynamicBody2D"]
 physics_material_override = SubResource( 1 )
 
 [node name="Sprite2D" type="Sprite2D" parent="."]

+ 3 - 3
2d/physics_platformer/README.md

@@ -1,11 +1,11 @@
 # Physics Platformer
 
-This demo uses [`RigidBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody2d.html)
+This demo uses [`RigidDynamicBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigiddynamicbody2d.html)
 for the player and enemies.
 These character controllers are more powerful than
 [`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html),
 but can be more difficult to handle, as they require
-manual modification of the RigidBody velocity.
+manual modification of the RigidDynamicBody velocity.
 
 Language: GDScript
 
@@ -17,7 +17,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
 
 The player and enemies use dynamic character
 controllers for movement, made with
-[`RigidBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody2d.html),
+[`RigidDynamicBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigiddynamicbody2d.html),
 which means that they can perfectly interact with physics
 (there is a see-saw, and you can even ride enemies).
 Because of this, all movement must be done in sync with

+ 1 - 1
2d/physics_platformer/background/Seesaw.tscn

@@ -11,7 +11,7 @@ extents = Vector2(8, 13.5)
 
 [node name="Seesaw" type="Node2D"]
 
-[node name="Plank" type="RigidBody2D" parent="."]
+[node name="Plank" type="RigidDynamicBody2D" parent="."]
 mass = 5.10204
 
 [node name="Sprite2D" type="Sprite2D" parent="Plank"]

+ 1 - 1
2d/physics_platformer/enemy/Enemy.tscn

@@ -106,7 +106,7 @@ radius = 7.0
 offsets = PackedFloat32Array(0.5, 1)
 colors = PackedColorArray(1, 1, 1, 0.501961, 0, 0, 0, 0)
 
-[node name="Enemy" type="RigidBody2D"]
+[node name="Enemy" type="RigidDynamicBody2D"]
 mode = 2
 physics_material_override = SubResource( 1 )
 contacts_reported = 4

+ 1 - 1
2d/physics_platformer/enemy/enemy.gd

@@ -1,5 +1,5 @@
 class_name Enemy
-extends RigidBody2D
+extends RigidDynamicBody2D
 
 const WALK_SPEED = 50
 

+ 1 - 1
2d/physics_platformer/platform/MovingPlatform.tscn

@@ -6,7 +6,7 @@
 [node name="MovingPlatform" type="Node2D"]
 script = ExtResource( 1 )
 
-[node name="Platform" type="RigidBody2D" parent="."]
+[node name="Platform" type="RigidDynamicBody2D" parent="."]
 mode = 3
 
 [node name="Sprite2D" type="Sprite2D" parent="Platform"]

+ 1 - 1
2d/physics_platformer/platform/moving_platform.gd

@@ -14,4 +14,4 @@ func _physics_process(delta):
 	var xf = Transform2D()
 
 	xf[2]= motion * d
-	($Platform as RigidBody2D).transform = xf
+	($Platform as RigidDynamicBody2D).transform = xf

+ 1 - 1
2d/physics_platformer/player/Bullet.tscn

@@ -50,7 +50,7 @@ tracks/2/keys = {
 "values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0)]
 }
 
-[node name="Bullet" type="RigidBody2D"]
+[node name="Bullet" type="RigidDynamicBody2D"]
 continuous_cd = 2
 script = ExtResource( 1 )
 

+ 1 - 1
2d/physics_platformer/player/Player.tscn

@@ -190,7 +190,7 @@ tracks/0/keys = {
 custom_solver_bias = 0.5
 length = 18.0
 
-[node name="Player" type="RigidBody2D"]
+[node name="Player" type="RigidDynamicBody2D"]
 mode = 2
 mass = 1.5
 physics_material_override = SubResource( 1 )

+ 1 - 1
2d/physics_platformer/player/bullet.gd

@@ -1,5 +1,5 @@
 class_name Bullet
-extends RigidBody2D
+extends RigidDynamicBody2D
 
 var disabled = false
 

+ 1 - 1
2d/physics_platformer/player/player.gd

@@ -1,5 +1,5 @@
 class_name Player
-extends RigidBody2D
+extends RigidDynamicBody2D
 
 # Character Demo, written by Juan Linietsky.
 #

+ 5 - 5
2d/physics_platformer/project.godot

@@ -9,7 +9,7 @@
 config_version=4
 
 _global_script_classes=[{
-"base": "RigidBody2D",
+"base": "RigidDynamicBody2D",
 "class": &"Bullet",
 "language": &"GDScript",
 "path": "res://player/bullet.gd"
@@ -19,7 +19,7 @@ _global_script_classes=[{
 "language": &"GDScript",
 "path": "res://coin/coin.gd"
 }, {
-"base": "RigidBody2D",
+"base": "RigidDynamicBody2D",
 "class": &"Enemy",
 "language": &"GDScript",
 "path": "res://enemy/enemy.gd"
@@ -29,7 +29,7 @@ _global_script_classes=[{
 "language": &"GDScript",
 "path": "res://platform/moving_platform.gd"
 }, {
-"base": "RigidBody2D",
+"base": "RigidDynamicBody2D",
 "class": &"Player",
 "language": &"GDScript",
 "path": "res://player/player.gd"
@@ -45,10 +45,10 @@ _global_script_class_icons={
 [application]
 
 config/name="Physics-Based Platformer 2D"
-config/description="This demo uses RigidBody2D for the player and enemies. These
+config/description="This demo uses RigidDynamicBody2D for the player and enemies. These
 character controllers are more powerful than CharacterBody2D,
 but can be more difficult to handle, as they require
-manual modification of the RigidBody3D velocity."
+manual modification of the RigidDynamicBody3D velocity."
 run/main_scene="res://Stage.tscn"
 config/icon="res://icon.png"
 

+ 1 - 1
2d/physics_tests/tests/functional/test_character.gd

@@ -61,7 +61,7 @@ func _ready():
 		var enabled = _body_type == E_BodyType.CHARACTER_BODY_RAY
 		options.add_menu_item(OPTION_OBJECT_TYPE_CHARACTER_RAY, true, enabled, true)
 
-	_rigid_body_template = find_node("RigidBody2D")
+	_rigid_body_template = find_node("RigidDynamicBody2D")
 	if _rigid_body_template:
 		_body_parent = _rigid_body_template.get_parent()
 		_body_parent.remove_child(_rigid_body_template)

+ 2 - 2
2d/physics_tests/tests/functional/test_character_pixels.tscn

@@ -74,7 +74,7 @@ shape = SubResource( "RectangleShape2D_scs3g" )
 position = Vector2(0, -2)
 shape = SubResource( "SeparationRayShape2D_vby12" )
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]
 position = Vector2(30, 40)
 collision_mask = 2147483649
 physics_material_override = SubResource( "1" )
@@ -83,7 +83,7 @@ contact_monitor = true
 lock_rotation = true
 script = ExtResource( "2" )
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/RigidDynamicBody2D"]
 shape = SubResource( "2" )
 
 [node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]

+ 2 - 2
2d/physics_tests/tests/functional/test_character_slopes.tscn

@@ -123,7 +123,7 @@ shape = SubResource( "CircleShape2D_llvur" )
 position = Vector2(0, -16)
 shape = SubResource( "RayShape2D_3lv1w" )
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
 position = Vector2(100, 450)
 collision_mask = 2147483649
 physics_material_override = SubResource( "1" )
@@ -132,7 +132,7 @@ contact_monitor = true
 lock_rotation = true
 script = ExtResource( "6" )
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
 shape = SubResource( "2" )
 
 [node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="."]

+ 2 - 2
2d/physics_tests/tests/functional/test_character_tilemap.tscn

@@ -87,7 +87,7 @@ shape = SubResource( "RayShape2D_206f5" )
 position = Vector2(12, 8)
 shape = SubResource( "RayShape2D_206f5" )
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
 position = Vector2(250, 460)
 collision_mask = 2147483649
 physics_material_override = SubResource( "1" )
@@ -96,7 +96,7 @@ contact_monitor = true
 lock_rotation = true
 script = ExtResource( "6" )
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
 shape = SubResource( "2" )
 
 [node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="."]

+ 2 - 2
2d/physics_tests/tests/functional/test_one_way_collision.gd

@@ -91,7 +91,7 @@ func _ready():
 		_target_area.connect(&"body_entered", Callable(self, "_on_target_entered"))
 		$Timer.connect(&"timeout", Callable(self, "_on_timeout"))
 
-		_rigid_body_template = $RigidBody2D
+		_rigid_body_template = $RigidDynamicBody2D
 		remove_child(_rigid_body_template)
 
 		_character_body_template = $CharacterBody2D
@@ -190,7 +190,7 @@ func _update_rigidbody_angle(value, reset = true):
 	_body_angle = value
 	if is_inside_tree():
 		if Engine.is_editor_hint():
-			$RigidBody2D.rotation = deg2rad(value)
+			$RigidDynamicBody2D.rotation = deg2rad(value)
 			$CharacterBody2D.rotation = deg2rad(value)
 		else:
 			if _moving_body:

+ 3 - 3
2d/physics_tests/tests/functional/test_one_way_collision.tscn

@@ -205,19 +205,19 @@ position = Vector2(512, 300)
 shape = SubResource( "2" )
 one_way_collision = true
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
 position = Vector2(300, 300)
 collision_mask = 2147483649
 gravity_scale = 0.0
 contacts_reported = 1
 contact_monitor = true
 
-[node name="Sprite" type="Sprite2D" parent="RigidBody2D"]
+[node name="Sprite" type="Sprite2D" parent="RigidDynamicBody2D"]
 self_modulate = Color(1, 1, 1, 0.501961)
 scale = Vector2(0.5, 0.5)
 texture = ExtResource( "2" )
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
 shape = SubResource( "3" )
 
 [node name="CharacterBody2D" type="CharacterBody2D" parent="."]

+ 1 - 1
2d/platformer/project.godot

@@ -14,7 +14,7 @@ _global_script_classes=[{
 "language": &"GDScript",
 "path": "res://src/Actors/Actor.gd"
 }, {
-"base": "RigidBody2D",
+"base": "RigidDynamicBody2D",
 "class": &"Bullet",
 "language": &"GDScript",
 "path": "res://src/Objects/Bullet.gd"

+ 1 - 1
2d/platformer/src/Objects/Bullet.gd

@@ -1,5 +1,5 @@
 class_name Bullet
-extends RigidBody2D
+extends RigidDynamicBody2D
 
 
 @onready var animation_player = $AnimationPlayer

+ 1 - 1
2d/platformer/src/Objects/Bullet.tscn

@@ -55,7 +55,7 @@ tracks/2/keys = {
 "values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0)]
 }
 
-[node name="Bullet" type="RigidBody2D"]
+[node name="Bullet" type="RigidDynamicBody2D"]
 material = SubResource( 1 )
 collision_layer = 0
 collision_mask = 26

+ 1 - 1
3d/ik/fps/simple_bullet.gd

@@ -1,4 +1,4 @@
-extends RigidBody3D
+extends RigidDynamicBody3D
 
 const DESPAWN_TIME = 5
 

+ 1 - 1
3d/ik/fps/simple_bullet.tscn

@@ -18,7 +18,7 @@ emission_on_uv2 = false
 [sub_resource type="SphereShape3D" id=4]
 radius = 0.4
 
-[node name="SimpleBullet" type="RigidBody3D"]
+[node name="SimpleBullet" type="RigidDynamicBody3D"]
 mass = 2.0
 physics_material_override = SubResource( 1 )
 gravity_scale = 3.0

+ 1 - 1
3d/platformer/enemy/enemy.gd

@@ -1,4 +1,4 @@
-extends RigidBody3D
+extends RigidDynamicBody3D
 
 const ACCEL = 5.0
 const DEACCEL = 20.0

+ 1 - 1
3d/platformer/enemy/enemy.tscn

@@ -484,7 +484,7 @@ material = SubResource( 15 )
 max_value = 3.0
 _data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.0349232, 2.1123), 0.0, 0.0, 0, 0, Vector2(0.151192, 0.823242), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
 
-[node name="Enemy" type="RigidBody3D"]
+[node name="Enemy" type="RigidDynamicBody3D"]
 mode = 2
 physics_material_override = SubResource( 1 )
 custom_integrator = true

+ 1 - 1
3d/platformer/player/bullet/bullet.gd

@@ -1,4 +1,4 @@
-extends RigidBody3D
+extends RigidDynamicBody3D
 
 #warning-ignore:unused_class_variable
 var enabled = true

+ 1 - 1
3d/platformer/player/bullet/bullet.tscn

@@ -82,7 +82,7 @@ colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 0)
 [sub_resource type="SphereShape3D" id=6]
 radius = 0.27
 
-[node name="Bullet" type="RigidBody3D"]
+[node name="Bullet" type="RigidDynamicBody3D"]
 mass = 0.4
 script = ExtResource( 1 )
 __meta__ = {

+ 1 - 1
3d/platformer/player/follow_camera.gd

@@ -15,7 +15,7 @@ func _ready():
 	# Find collision exceptions for ray.
 	var node = self
 	while node:
-		if node is RigidBody3D:
+		if node is RigidDynamicBody3D:
 			collision_exception.append(node.get_rid())
 			break
 		else:

+ 1 - 1
3d/rigidbody_character/cube_rigidbody.tscn

@@ -15,7 +15,7 @@ roughness = 0.75
 material = SubResource( 3 )
 size = Vector3(1, 1, 1)
 
-[node name="cube_rigidbody" type="RigidBody3D"]
+[node name="cube_rigidbody" type="RigidDynamicBody3D"]
 
 [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
 shape = SubResource( 1 )

+ 1 - 1
3d/rigidbody_character/player/cubio.gd

@@ -1,4 +1,4 @@
-extends RigidBody3D
+extends RigidDynamicBody3D
 
 @onready var raycast = $RayCast3D
 @onready var camera = $Target/Camera3D

+ 1 - 1
3d/rigidbody_character/player/cubio.tscn

@@ -12,7 +12,7 @@ mid_height = 0.7
 radius = 0.5
 height = 0.7
 
-[node name="RigidBody3D" type="RigidBody3D"]
+[node name="RigidDynamicBody3D" type="RigidDynamicBody3D"]
 can_sleep = false
 axis_lock_angular_x = true
 axis_lock_angular_y = true

+ 1 - 1
3d/rigidbody_character/project.godot

@@ -10,7 +10,7 @@ config_version=4
 
 [application]
 
-config/name="RigidBody3D Character 3D"
+config/name="RigidDynamicBody3D Character 3D"
 config/description="Rigidbody character demo for 3D using a capsule for the character.
 "
 run/main_scene="res://level.tscn"

+ 1 - 1
3d/truck_town/follow_camera.gd

@@ -11,7 +11,7 @@ func _ready():
 	# Find collision exceptions for ray.
 	var node = self
 	while(node):
-		if (node is RigidBody3D):
+		if (node is RigidDynamicBody3D):
 			collision_exception.append(node.get_rid())
 			break
 		else:

+ 5 - 5
3d/truck_town/tow_truck.tscn

@@ -347,7 +347,7 @@ shape = SubResource( 6 )
 [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
 _import_path = NodePath("AnimationPlayer")
 
-[node name="ChainB1" type="RigidBody3D" parent="."]
+[node name="ChainB1" type="RigidDynamicBody3D" parent="."]
 transform = Transform3D(1, 0, 0, 0, 0.846248, -0.53279, 0, 0.53279, 0.846248, 0, 1.12554, -1.54623)
 
 [node name="Chain1" type="MeshInstance3D" parent="ChainB1"]
@@ -361,7 +361,7 @@ surface_material_override/0 = null
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 
-[node name="ChainB2" type="RigidBody3D" parent="."]
+[node name="ChainB2" type="RigidDynamicBody3D" parent="."]
 transform = Transform3D(1, 0, 0, 0, 0.846248, -0.53279, 0, 0.53279, 0.846248, 0, 0.803378, -1.75806)
 
 [node name="Chain1" type="MeshInstance3D" parent="ChainB2"]
@@ -375,7 +375,7 @@ surface_material_override/0 = null
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 
-[node name="ChainB3" type="RigidBody3D" parent="."]
+[node name="ChainB3" type="RigidDynamicBody3D" parent="."]
 transform = Transform3D(1, 0, 0, 0, 0.846248, -0.53279, 0, 0.53279, 0.846248, 0, 0.490045, -1.96106)
 
 [node name="Chain1" type="MeshInstance3D" parent="ChainB3"]
@@ -389,7 +389,7 @@ surface_material_override/0 = null
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 
-[node name="ChainB4" type="RigidBody3D" parent="."]
+[node name="ChainB4" type="RigidDynamicBody3D" parent="."]
 transform = Transform3D(1, 0, 0, 0, 0.447167, -0.894451, 0, 0.894451, 0.447167, 0, 0.290326, -2.19413)
 
 [node name="Chain1" type="MeshInstance3D" parent="ChainB4"]
@@ -403,7 +403,7 @@ surface_material_override/0 = null
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 
-[node name="ChainB5" type="RigidBody3D" parent="."]
+[node name="ChainB5" type="RigidDynamicBody3D" parent="."]
 transform = Transform3D(1, 0, 0, 0, 0.0993884, -0.995049, 0, 0.995049, 0.0993884, 0, 0.205717, -2.50193)
 
 [node name="Chain1" type="MeshInstance3D" parent="ChainB5"]

+ 1 - 1
mono/dodge_the_creeps/Mob.cs

@@ -1,6 +1,6 @@
 using Godot;
 
-public partial class Mob : RigidBody2D
+public partial class Mob : RigidDynamicBody2D
 {
     public override void _Ready()
     {

+ 1 - 1
mono/dodge_the_creeps/Mob.tscn

@@ -30,7 +30,7 @@ animations = [{
 radius = 35.8898
 height = 29.3103
 
-[node name="Mob" type="RigidBody2D" groups=["mobs"]]
+[node name="Mob" type="RigidDynamicBody2D" groups=["mobs"]]
 collision_mask = 0
 gravity_scale = 0.0
 script = ExtResource( 1 )