It is for simpler uses than collision testing. For example check if player is within screen rectangle. Check if enemy is within a square of distance from player. Check if unit is within borders of rectangle drawn by dragging mouse.
Oh so it’s for simple overlap testing.
One last thing is, if I had a large amount of square shapes that I wanted to detect overlapping for, would you recommend using PhysicsServer or Rect2?
drumstickz64 | 2021-11-04 23:26
I would use collision shapes, geometry or physics querries. Rect2 is only good for detecting single overlapping points with its has() method.