- Edited
- Best Answerset by Telokis
Telokis The nodes you mention fall into different categories:
RigidBody2D, StaticBody2D, AnimatiableBody2D - are all rigid bodies. (aka dynamic bodies). They are supposed to be animated by engine's physics simulation. You typically don't animate their motion (position/velocity) directly. Instead, you apply directional and rotational forces (hence "dynamic") to affect the simulation. Static and animatable bodies are just special cases of the rigid body that have some performance optimizations. They are typically used when a full fledged rigid body is not needed (e.g. static body is used for obstacles that never move or a terrain).
CharacterBody2D - is a kinematic body. Its motion is supposed to be animated by your scripts. You can directly manipulate its position/velocity although the engine can help you there by doing some common kinematic gruntwork.
Area2D - is just a passive collider. A geometric shape that can detect if other geometric shapes overlap with it.