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Kinematic body

Programming På svenska → Updated: 2026-10-24

A physics body moved by code rather than by forces — it pushes dynamic objects but is never pushed back itself.

Physics engines distinguish three kinds of body: static (never moves), dynamic (fully simulated) and kinematic (moved by hand, infinite mass). A kinematic body does not respond to collisions but affects everything it touches — ideal for moving platforms, doors, elevators and often the player character, where you want precise control rather than bouncy physics.

The term comes from Unity and Godot. The trap is driving a kinematic body straight into a dynamic one without feeding the engine velocity data, whereupon the solver guesses the strength of the shove wrong and the object shoots off.

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