WWDC24 SALE: Save 50% on all my Swift books and bundles! >>

How to stop an SKPhysicsBody responding to physics using its dynamic property

Swift version: 5.10

Paul Hudson    @twostraws   

Enabling physics in SpriteKit is just one line of code, but sometimes you want your physics to be a little more nuanced. For example, your player might have circle physics and should respond to gravity, whereas walls might have rectangle physics and not respond to gravity – they are there to be bounced off, but nothing more.

This problem is solved in SpriteKit by using the isDynamic property. It's true by default, which means that your objects respond to the world's environment as you would expect, but if you set it to be false then you get an object that has active physics but doesn't move as a result of those physics.

Here's an example:

let wall = SKSpriteNode(imageNamed: "wall")
wall.position = CGPoint(x: 512, y: 0)
wall.physicsBody = SKPhysicsBody(circleOfRadius: wall.size.width / 2.0)
wall.physicsBody?.isDynamic = false
addChild(wall)
Hacking with Swift is sponsored by Superwall.

SPONSORED Superwall lets you build & test paywalls without shipping updates. Run experiments, offer sales, segment users, update locked features and more at the click of button. Best part? It's FREE for up to 250 conversions / mo and the Superwall team builds out 100% custom paywalls – free of charge.

Learn More

Sponsor Hacking with Swift and reach the world's largest Swift community!

Available from iOS 7.0 – see Hacking with Swift tutorial 11

Similar solutions…

About the Swift Knowledge Base

This is part of the Swift Knowledge Base, a free, searchable collection of solutions for common iOS questions.

BUY OUR BOOKS
Buy Pro Swift Buy Pro SwiftUI Buy Swift Design Patterns Buy Testing Swift Buy Hacking with iOS Buy Swift Coding Challenges Buy Swift on Sundays Volume One Buy Server-Side Swift Buy Advanced iOS Volume One Buy Advanced iOS Volume Two Buy Advanced iOS Volume Three Buy Hacking with watchOS Buy Hacking with tvOS Buy Hacking with macOS Buy Dive Into SpriteKit Buy Swift in Sixty Seconds Buy Objective-C for Swift Developers Buy Beyond Code

Was this page useful? Let us know!

 
Unknown user

You are not logged in

Log in or create account
 

Link copied to your pasteboard.